sort've-but-not-really sides mod "Battlefront Extreme."
To start off with the praises - and it's not hard to find something good. This is a really nice job. It's a comprehensive overhaul of four different sides, no small task to be sure, whether or not they end up being fun to play. Which is, of course, not to say that they aren't, because ARC_Commander's second achievement is on par with his first, in that his new sides are, by-and-large, pretty darn fun.
The best upgrade from version 1.0, in my opinion, was the movement away from one or two extremely overpowering units per side (for example, the Dark Trooper in 1.0) to a more balanced-across-the-side unit setup. This makes for a much more fun experience when trying out the new sides. Of course, I would be neglectful should I forget to mention that a great deal of [i]content[/i] was added from version 1.0, too.
It's nice to see BFX as a standalone era, too. While I certainly liked its original form, as it was, it was simply a sides mod and frankly, I've yet to see the sides mod that's [i]so good[/i] it made me want to lose online compatibility or trade for the (usually-balanced) gameplay of the original sides. Thankfully, that choice is no longer an issue. With this version, BFX is fully compatible with online play as well as the Conversion Pack, so mod hunters out there won't have to pick and choose.
Some of the new content I noticed was pretty neat, too. I liked, in particular, the addition of a charge effect to the force powers. It's not a big change, but it does look pretty neat. One of the other "tech-y" things I appreciated was the addition of a deflect state to the various states of the melee combo (i.e. you deflect while attacking).
The complaints I could give are much fewer and further between, this time around. While I'm sure I could find a bug or two if I looked [i]really hard[/i], at a glance, the only issues I really found were sound issues. I noticed a weapon or two missing fire sounds, and then I noticed a bizarre issue where certain sounds seem to repeat very quickly over and over. Not sure what to make of that last one; I've never seen it before. Your experience may, of course, vary.
I also wasn't a huge fan of the changes made to space battles or the charged-up grenades, but that's just one man's opinion.
Anyway, definitely a good mod and definitely worth a download. With the files compressed, it's not a huge download, and I'm sure it'll be hours of fun for many people. Give it a shot!
-Mav

clone legion (50X legion) and another that uses one of the more recognizable legions (212th, 501st, etc.) It also adds a handful of converted maps (Bespins and Rhen Vars) along with one previously-released map. There is also a hunt mode with Mandalorians versus clones that shows up on a handful of the maps.
What the mod does well:
I'll touch on this in both categories, but I think the sound that is done right here is done well. Several weapons have new sounds, and I like seeing sound work done (which made it all the more disappointing when I saw it not done). They don't all sound very "Star-Warsy," but it was nice to see new sounds nonetheless. I don't know that I agreed with the choice to use vehicle weapon sounds for some of the hand weapons, but diff'rent strokes.
I also thought it was nice to see the era names clearly delineate what was in each map. It's not a necessity, but in the many different rainbow-of-clones mods that we get, it was nice to be able to pick and choose from the instant action screen rather than guess (or simply have to remember).
This was sort've a double-edged sword, but I think the positives of this outweighed the negatives - I liked seeing the balance between the two different sides. Units for both the CIS and REP were very similar from team-to-team, and while this means that there wasn't a substantial difference between one team or the other, it did make for some well-balanced battles.
What I'd like to see different:
The units all pretty much felt the same. Each unit had so many different weapons that the uniqueness of each class was diluted. I think it's best when each of the classes plays differently, but when you start giving six or seven weapons to each unit it is almost an inevitability that you'll have to reuse lots of the same weapons for different classes. Keep it simple and make each class have a distinct feel.
The award weapons. Total gamebreakers. If you're playing on an awards profile, most units will have an award shotgun (and a couple others an award sniper rifle). Both of those weapons are absolutely incredibly overpowered. With the sniper rifle, it takes less than ten seconds to destroy a [i]tank[/i], and since the weapons don't overheat or have an ammo clip, you can just mash the button and walk through the maps at your leisure. Zero challenge. It was also strange to see so many units end up with an award shotgun when they didn't have a shotgun to start off with.
Visual inconsistency. I hate to compare mods, but I know when I was reviewing the earlier [url=http://starwarsbattlefront.filefront.com/file/Ultimate_Battlefront_The_Clone_Wars;105491]Ultimate Battlefront[/url] mod, one of the things I really liked was the consistent set of visuals between different units and legions. The reason I liked it was because it showed that (or at least made it feel like) the mod was the work of a single, coherent author (or team). Here, the units all have different visual styles - one unit will be relatively unscratched, some units will be very scratched, others will be dirty, others will have lots of addons, etc. It makes the mod look like an assets dump, which in my mind is a bad thing (since pretty much anyone can just cherrypick assets from a bunch of places). That's not to say that this is what this mod is, but it looks unprofessional to be so visually inconsistent.
The heroes didn't fit. The heroes seemed to all be stock heroes. Heroes should be rewards and they should be significantly more powerful than the infantry units. Since the units were mostly powered up (as with most side mods), the heroes felt like a waste of time to use.
Other comments:
There were still a couple bugs I found here, despite this mod being in its fifth(+) iteration. There were a couple floating HUD tags (I saw one unit that was completely missing a weapon mesh, too). There were sound errors - some weapons (notably arc caster weapons) were missing sounds, and none of the converted maps had fixed sounds.
On the subject of the extra maps, while it's always nice to see some maps added to a side mod, here they felt a little extraneous - they felt like they were added just to have "more." There wasn't a lot of rhyme or reason to the additions (only a couple of the BF1 maps were added, a random map was added, seemingly just because the source was open to the public), and the BF1 conversions were only partly done. I know I speak with a little bit of bias in that regard, having worked on the Conversion Pack, but it eats at me a little whenever I see half-done conversions of the SWBF1 maps after having spent as much time as I did to polish the SWBF1 maps for the Pack. On the other hand, I think the lighting setup for the Cloud City SWBF1 map here was better (or at least more accurate to the original) than the Cloud City with the Conversion Pack, so that's a plus.
All in all, it's a well done mod that has a pretty fair amount of content. While it feels like a lot was added just to have more "stuff," I'm sure it'll still be fun to the lots of people that like playing Clone Wars mods, and if you are one of those people, go ahead and give it a download, because I'm sure you'll enjoy it.
-Mav

LITE version of the 1.3 patch here:[/i] [url]http://starwarsbattlefront.filefront.com/file/Unofficial_Star_Wars_Battlefront_II_v13_Patch;95405[/url]
If you've played Battlefront at all or even looked at this site regularly, there's a very good chance you know [RDH]Zerted's work - if you've ever looked at a Picture of the Day, it's been Zerted's work unlocking FreeCam that's made that possible.
What we have here is the culmanation of Zerted's work over the past few years, combined with the visual upgrades of the "Unofficial 1.2 Patch" into one big mod - the "Unofficial 1.3 Patch." This mod gives both players and modders unparalleled control over what goes into and comes out of their Star Wars Battlefront 2.
With the Unofficial 1.3 patch, players first of all can play Battlefront II with a complete set of visual upgrades, just as seen in the 1.2 patch. Included is an easy means of changing from the new (visually upgraded) sides back to the original sides, as well as a means of either enabling or disabling the new HUD.
Players also have access to the extremely powerful and dynamic "Fake Console." The Fake Console has a large number of ways players can interact with and dynamically modify their game. It also gives a large amount of control to server admins in online gaming sessions.
Modders, too, have been given a large amount of freedom with the 1.3 patch. If you've played the newest version of the Conversion Pack (2.0), you've seen a bit of what the 1.3 patch supports - thanks to it, we had access to the KotOR era alongside the two stock eras as well as many additional gamemodes. The 1.3 patch supports far more than just the KotOR era and the new gamemodes from the Conversion Pack. It adds support for an unlimited number of new gamemodes or eras, and has new icons for many of them.
And for modders there are many, many more features - custom galactic conquest, map preview videos - these are all things that modders now can do (should they choose), and there are many different options.
So what are you waiting for? There's no reason not to download this. Online play is unaffected and all you get are countless new options for your game. Give it a download!
-Mav

make sure to download and install the[/i] [url=http://starwarsbattlefront.filefront.com/file/Star_Wars_Battlefront_Conversion_Pack_Patch;98307]Conversion Pack 2.2 Patch[/url] [i][b]after[/b] you install this mod. It will add any necessary bug fixes - see its description for more info.[/i]
Certainly everyone remembers the Conversion Pack - that large map pack originally designed to simply bring the maps from Battlefront 1 into Battlefront 2? Well, we've seen a lot of changes since the initial concept, and it's developed into not only a "conversion" but a large game addition as well.
SWBFFiles itself has seen two releases (although they have only been incomplete beta versions); 1.0 and 1.75. Well, today we bring you something completely new - Conversion Pack 2.0.
This version has a lot that earlier versions either didn't have, or had - but were bug-ridden. There's so much to try out; one simple review won't cover it. Here's a short list of everything the Pack has:
-25 new maps
-New era (KotOR)
-Five new clone legions
-Three new unit classes added to the original classes.
-Over 40 new heroes for CW and GCW, and over 30 heroes for KotOR alone
-Six new game modes
-Nearly 30 new vehicles
-UnOfficial 1.3 patch (includes visual upgrades of 1.2 with shell upgrades)
There's so much content in here, it's almost like a completely new game. If there's anything on this site you should check out, it's definitely this.
-Mav

course, the 2.2 patch provides a number of bugfixes from the small (first-person views) to the larger (CTDs on certain maps). There have also been several (mostly redundant) modes cut from the Pack in an effort to improve both online and offline stability, as well as make it easier for anyone with the Pack to have more mods installed at once.
There are also a number of additions to the Pack with the 2.2 patch. The largest of these is that this comes packaged with the "lite" version of the 1.3 patch, revision 117. This can be installed directly over your 1.3 patch if you already have it installed, and this will make sure that the Pack is up-to-date with some of the newer functions of the 1.3 patch (like custom Galactic Conquests).
You'll also see things like a new vehicle on Concord Dawn or Kit Fisto showing up on Methlyn in addition to Alderaan. There should be plenty of things to look forward to; make sure you read the readme and the documents the patch comes with, and know that you will [b]need to already have the Conversion Pack 2.0 installed[/b] (and working) before you install this patch. Enjoy!
-Mav

if for nothing else should be recognized for giving people a lot of new stuff to try out.
This version is an upgrade to the previously released [url=http://starwarsbattlefront.filefront.com/file/Battlefront_Zero;108273]version 3.0[/url], which was released here about half a year ago. This newer version makes one major change - the addition of a GCW era on some maps - and several smaller changes, like bugfixes.
As mentioned, the bulk of any new content for this version lies in the new era (GCW). The Rebels and Imperials are done up in BF0 fashion, although with these sides the weapons are either weaker or the units simply seem to have more health. The GCW sides aren't available on every planet, but they are on most of the BF0 maps, as well as a copy of the Death Star map.
What was interesting, or at least notable, about these sides was what I mentioned above - for some reason they seemed to take much more time to kill the individual units? Especially notable were units like the Imperial's "Rogue Pilot," which seemed to be able to take rockets and shotgun blasts to the face with abandon. The minimalized damage seemed to carry over into the GCW's heroes, which - and forgive me if this is just a lack of memory - seemed to have the unique "force light" or "darkness" attacks (depending on whether it was an Imperial or Rebel hero) that were effectively multi-area push attacks. These attacks didn't seem to do a whole lot of damage (if any), which effectively left some heroes without a damaging non-saber attack. I know this is the case for some stock heroes, too, but the stock units don't seem to have nearly as much health as these regular units do.
I do believe, also, that a couple of additions were made in terms of modes available. I [i]think[/i] that in the previous version, only hero assault was available on Mustafar: Burning Platforms, and so it was nice to see conquest made ready for that map. It was one of the maps whose design I thought was neat, even in the face of some modeling/texturing issues I thought could have been better resolved.
Many of the criticisms I might have made before remain unchanged, and so I won't go into great detail - obviously the larger the project, the larger the potential for things to be criticized - so I'll only give a quick overview. There are a number of maps on which I wish a little more time had been spent working out the models and UVs - some of them seem a little sloppy. Sounds seemed fine this time around [i]except[/i] for some of the GCW-era maps, in which things like weapon sounds or lightsaber sounds could be found missing. The only really notable new bug I saw was the "ghost AT-PT" (on Kashyyyk) which, while it does have collision with the ground and objects, it has collision with nothing else - ordnance or units. It makes it rather hard to destroy.
All in all, it is a very substantial mod, most especially in breadth of content. Don't let my criticisms fool you - there is definitely a lot there to explore and try out, and much of it is fun to play with. If you've been a fan of the mod before, assuredly you will enjoy this version, and if you've never tried it out before, it's certainly worth a try.
-Mav
P.S. Note to the author: To get your file up on our system, I had to re-archive the file to slightly reduce its filesize - in case you were wondering why it is a .exe archive instead of a .rar.
Also, sorry for the delay in publishing. We've been dealing with a big systems hassle, and if it makes you feel any better, my own mod was stonewalled by the same tech issues (that were out of our hands anyway).

experience. This is pretty much the pinnacle of modding achievement, and I've never seen a mod that comes anywhere close to what this one brings to the table.
This mod essentially includes sixteen new maps, a total of 105 distinct missions, lots of new units, new weapons, new heroes and Force powers, and a brand new Galactic Conquest mode that serves as a campaign. While this alone may seem like a lot, it also includes a few brand-new game modes, a full campaign on par with the shipped Battlefront II one, and the entirety of the original Dark Times mod. This is to say, you do not need the original to play this edition.
Due to the fact that this mod is much too big to cover every facet of it in a single review, I will do my best to break it down into categories and review each of those with a paragraph or two.
[b]MAPS[/b]
The Dark Times II includes sixteen new maps. These include Raxus Prime, Taris, Dantooine, Nar Shaddaa, and a bunch more. The maps are all very good- they have all the hallmarks of a well-polished map, like planning, even terrain, and it is obvious that large amounts of work were put into them. They are all well done, and the multitude of different ones assures that you will have no shortage of fun maps to play if you are just looking to play Conquest. I noticed nothing bad about any of the maps.
[b]CAMPAIGN[/b]
The Dark Times II features a campaign mode of sorts- in actuality, it is just Galactic Conquest with objective maps. This is not to say that it isn't fun- on the contrary, it is very fun. The storyline focuses on a unit of Rebel forces led by Luke Skywalker in their fight against the Empire. There are ten primary missions with a few side missions that you can branch out on should you elect to do so. The campaign is fairly linear, but the side missions offer a bit of a break from the normal progression. The campaign maps themselves are rather fun, though somewhat challenging. While the missions themselves encompass the normal objectives- go here, capture this, bring this here, kill this unit, et cetera- they aren't boring and in fact are something that you look forward to playing.
[b]NEW GAME MODES[/b]
The original Dark Times had a new mode called Wave. This mode makes an appearance here as well, and it is essentially a one vs. all battle. You are a hero unit and must defend against waves of common enemies and some hero units in order to win the battle. There are both space and land editions. In addition, there is a new mode called V.I.P. In this mode, you are placed on a side to fight against enemies. Each side has a hero unit, or VIP, to kill in order to recieve points. You must keep your VIP alive in order to have a better chance against the opposition. The final new mode is called Control Mode, where there are several secondary control points to capture in order to recieve bonuses upon your team. You don't have to capture them to control the entire map, but you should do so in order to recieve the benefits that they offer. All of these modes are quite fun to play and offer a lot of variety in your gameplay. I personally enjoyed Wave mode the best, as it's essentially just an opportunity to kill a lot of AI without any teamkilling possible.
[b]NEW LIGHTSABER COMBAT SYSTEM[/b]
Gone is the old saber system of the past. In is the new. In the Dark Times, you don't have the standard three-move combo and block move. Now, you have two types of attacks: light or heavy. Light attacks are done by tapping the block key, and serve both as a means of causing damage and blocking incoming attacks. However, they drain energy, so you have to use them sparingly. Heavy attacks are done by clicking as normal and cause damage- more than the light attacks, but they lose the ability to block incoming attacks. Heavy attacks can also do a Force Finisher, which is essentially a powerful attack done by right-clicking after the third attack with a full energy bar. Each type of attack can be chained together infinitely. This type of combo system is nice, but it does have some minor drawbacks. I prefer it to the standard combo system though.
[b]OVERALL ASSESSMENT[/b]
As I stated in my introductory paragraph, this mod is essentially the pinnacle of modding achievement. The amount of content it adds to a game that didn't have enough of it to begin with is nothing short of awe-inspiring. Much like the Conversion Pack, this mod is one of those that should be installed on every single computer running Battlefront 2. It's really that good. Don't believe me? Well, I strongly suggest you download and play it for yourself. I doubt you'll be able to stop.
-Jedikiller

effect, a retouch of the earlier version and not a huge new content addition.
The author mentions that a concerted effort was made to increase the amount of variation between the two sides, which, in the earlier version of the project, felt a bit lacking. It is noticeable that the author has made an effort to change this, by way of giving the Mandalorian side a more unified color set and by making the weapons for each team a little different (when comparing class-to-class across sides). I\'m not sure that it\'s entirely enough, though, at least not visually. Part of the problem is the fact that both sides are essentially using the same model for all their characters. The stock sides are easy to tell apart, because it\'s either white-armored troopers against camouflaged, unmasked people, or white-armored troopers against droids. In this case it is simply Jango Fett color scheme \"A\" versus Jango Fett color scheme \"B.\"
I don\'t know if that\'s a limitation that can be clearly addressed with this particular theme. Maybe it might be better if one team ran around without helmets. Maybe it would be better if one team were in clothes instead of armor all the time. I don\'t know. As it stands, despite the author\'s efforts, it is still a little tough to tell the teams apart (although, on a positive note, it is easier than last time).
The sides - their weapons, that is - are well-made enough. There\'s a decent variation of weapons and classes, although they feel a little bit similar side-to-side. I would like it if their special classes felt a little more different, though (their weapons are different, but maybe I\'m just rehashing my above complaint about appearance - I don\'t know).
All in all, it\'s a well-done mod, just like the previous time. There are lots of new weapons this time around, and it\'s worth a checking-out. There\'s still the lingering issue of one side blending into another, but don\'t let that stop you from giving the mod a try.
-Mav

including several different clone legions as well as five new maps (in addition to all the stock maps the mod is added to) to play Ultimate Battlefront on.
I'll be honest and say that I am not a huge fan of Clone Wars-themed mods in general, usually because they exploit the fact that clones came in every color of the rainbow to have the appearance of a lot of content. Different skins are well and good, but in my opinion four or five textures for the same model is so much fluff when compared to the things that really matter - content, gameplay, etc. It's because of those reasons, and not the fluff (although the fluff is done well, as it is in most clone-legion based mods), that I prefer this over similar sides mods which don't really feel like they include a whole lot of anything new.
Now, I know that in light of that paragraph it will sound funny for me to switch back and talk about the fluff, but I do want to make a note of one of the things I appreciate most about this - the visual consistency of the mod. So often, clone wars legions look like what they often are - compilations of a bunch of different people's work - but in this, Xavious took the time to make each different legion fairly visually consistent across the board - the quality of the textures is all notably the same, no matter what the legion, and they all sort've "fit" together. Basically, it is apparent that they are all the work of one person, and I appreciate and recognize the work that is put into making a lot of your own assets for a mod. The textures are all done well, too.
In any case, the meat of the mod is the sides and how they play. I like Xavious's sides here because they are original without being too wild. The weapons are (again with the consistency) well-done across the board, and I like the small sound changes made for some of them. I enjoy seeing some tweaked particle effect work, and I think the blaster explosions are well-done and fit nicely. There are a number of nice new weapons (some of which you may recognize from his earlier 607th work) that are, as mentioned above, different, but still feel like they fit with the more stock weapons.
Another thing I appreciated was that Xavious included a number of new maps with his mod. I think it's really important for anyone making a sides mod to include something new - whether it's new modes or new maps - something has to be there so that you're not just playing stock maps with stock modes with only the sides changed. In this case, there are five new maps - Abregado Rae, Dantooine, Geonosis, Geonosis: Arena, and Jaal-Kan.
The first and last maps in that list were probably the best - I think overall, I enjoyed the design of Abregado Rae the most, and Jaal-Kan did a nice job of feeling like a unique setting. On the other hand, I inwardly groan (sometimes outwardly too) whenever I see another Geonosis map, and here there are two. The first is exactly what you see on the tin - a recreation of the Geonosis battle from Episode II. It's a solidly-built map (and I think the lighting in it is really nice), but I don't think it's extraordinary - it feels a lot like SWBF1 Geonosis. Geonosis: Arena is very similar to every other Geonosis Arena map we've seen (they all use essentially the same models), but I feel confident in saying that this is the best of the bunch. That's not to say I wouldn't have preferred to see something that wasn't Geonosis, but at least this is Geonosis done right. Dantooine is the only map I've not mentioned. It's a nice map, but it feels a little "plain." And by plain I mean flat land. Because it's a plain.
...okay, sorry.
In any case, while it's well put-together, I'd like to see it a little more detailed. I know, too, that Xavious had some more maps planned for this, and some of them looked pretty neat - I'm looking forward to seeing them as well!
Ultimate Battlefront isn't without its bugs. It's a very well put-together mod, but there was at least one unit I found with an awards weapon bug (EMP trooper), and I'm pretty sure there are probably at least a couple sounds bugs - the easy one for me to check for (I did, and I did hear the bug) is whether force lightning sounds are present on certain stock maps. Normally that'd be a really minor nitpick, but since I've had to fix those kind of bugs twice through for two major mods of my own, I feel compelled to lay that burden on anyone else who's making a large mod.
All in all, it's a great mod and worth your download. Give it a try!
-Mav
P.S. As a reminder, you will need the [url=http://starwarsbattlefront.filefront.com/file/Unofficial_Star_Wars_Battlefront_II_v13_Patch;95418]Unofficial v1.3 Patch[/url] to play this mod. Please download it and install it if you do not have it installed already.

acklays, gamoreens and every map has Hunt! :D
Well this thing is too huge to re-view totally. So I'll just say Download and you won't regret it. The best part is that you don't have to copy or save any data files. You just place the 2 folders in your addon.
The only problem is that it might clash with other mods such as BFX or the Conversion pack.
But other then that it's great fun. So I highly recommend downloading this.
- EGG GUTS

4/5
[b]Thoughts:[/b]
Always neat to see a new package of content. While it is CIS/REPs (noteworthy in its ubiquity in the \"side mod\" category), there\'s at least a little done to make the CIS feel different from the usual, and the REP side has nice-looking skins/models. I don\'t see any heroes here, and I miss seeing them. I also enjoyed seeing the new modes.
-Mav

here:[/i] [url]http://starwarsbattlefront.filefront.com/file/Unofficial_Star_Wars_Battlefront_II_v13_Patch;95418[/url]
If you've played Battlefront at all or even looked at this site regularly, there's a very good chance you know [RDH]Zerted's work - if you've ever looked at a Picture of the Day, it's been Zerted's work unlocking FreeCam that's made that possible.
What we have here is the culmanation of Zerted's work over the past few years, combined with the visual upgrades of the "Unofficial 1.2 Patch" into one big mod - the "Unofficial 1.3 Patch." This mod gives both players and modders unparalleled control over what goes into and comes out of their Star Wars Battlefront 2.
With the Unofficial 1.3 patch, players first of all can play Battlefront II with a complete set of visual upgrades, just as seen in the 1.2 patch. Included is an easy means of changing from the new (visually upgraded) sides back to the original sides, as well as a means of either enabling or disabling the new HUD.
Players also have access to the extremely powerful and dynamic "Fake Console." The Fake Console has a large number of ways players can interact with and dynamically modify their game. It also gives a large amount of control to server admins in online gaming sessions.
Modders, too, have been given a large amount of freedom with the 1.3 patch. If you've played the newest version of the Conversion Pack (2.0), you've seen a bit of what the 1.3 patch supports - thanks to it, we had access to the KotOR era alongside the two stock eras as well as many additional gamemodes. The 1.3 patch supports far more than just the KotOR era and the new gamemodes from the Conversion Pack. It adds support for an unlimited number of new gamemodes or eras, and has new icons for many of them.
And for modders there are many, many more features - custom galactic conquest, map preview videos - these are all things that modders now can do (should they choose), and there are many different options.
So what are you waiting for? There's no reason not to download this. Online play is unaffected and all you get are countless new options for your game. Give it a download!
-Mav

largely due to the uniform look given by making sure to use clone textures from a single author. Some of the weapons are changed (which, you will note, makes it online-incompatible). The weapon changes are largely inconsequential, but each Republic unit is a little stronger since they mostly all seem to have a pseudo-award rifle included (which is unlocalized).
All in all, it's not a bad side mod. It's not exceptional, and it doesn't add much past the few cosmetic changes, but I'm sure that there are those who'll appreciate these small changes if for no other reason than to change things up a bit. As with any side mod, remember to make backups of the original sides and keep in mind that this will break your online compatibility.
-Mav

don\'t know what hex-editting is. This mod changes the Coruscant Capture the flag from CIS vs. Clones to Jedi Vs. Clones. So basically, extract the zip to your lucasarts folder, run Jedi vs. Clones.exe, then start up SWBF 2, go to instant action, and choose Coruscant CTF clone wars, and PRESTO! you are playing clones vs. jedi! in addition, this also changes the clone\'s hero from mace windu to anakin on Coruscant CTF. HAVE FUN!

assault. No real pertinent rating since it's basically the default map with a few things changed. Give it a download if you liked the first version.
(The older version and other, perhaps pertinent, information may be found [url=http://starwarsbattlefront.filefront.com/file/Coruscant_Jedi_Temple_Daytime;93811]here.[/url])
-Mav

Patch by RepSharpshooter. Keep in mind that this is a fan-made patch, not an official LucasArts release.
The goal of this mod is to up your visual experience while still allowing you to play online with others who may not have the patch. Upon loading up a map after you've installed the mod, one of the first things you may notice is a new HUD. (Heads Up Display) I think the new HUD is awesome, but if you dislike it for any reason, simply go into C:\Program Files\LucasArts\Star Wars Battlefront II\GameData\DATA and run the file "GET_RID_OF_HUD.bat" Likewise, there is a .bat file to restore the HUD if you change your mind.
Some of the other changes include new weapon models. The rifle carried by Clone Troopers has been replaced by a carbine. The Rebel pistol has been changed to the DH-17. The chaingun has been changed to the ARC Rifle. And all the heroes have their unique lightsabers from the movies. But it doesn't end with the weapons. The units have been env-mapped -- meaning they're shiny -- but only when appropriate. (Such as on battle droids, stormtroopers, etc.) All the clone skins have been modified, and the Clone Commander has been changed from a Galactic Marine to a 501st Commander. (Commander Appo?) The MagnaGuards have been given capes, and now explode into MagnaGuard chunks rather than Battle Droid chunks.
I could go on forever about this mod, but I'll stop here and let you enjoy this mod for yourself. Make sure to read the readme, and leave feedback for the author!
-Xavious

similar to its previous versions; judging by the readme, little in the way of bugfixing was done (or was necessary) - most of the changes stem from the change of the "special" unit for the Imperials.
Like any side mod, this will disable online play and may cause compatibility issues with certain modmaps that use default sides. Like any side mod for just one side, it will also make playing with default sides feel a little strange, since one is modified and one is not. Fortunately, there don't seem to be any real balance issues, which is often a problem in single-side mods.
The notable change is the change of the Empire's dark trooper (it appeared to be a jet trooper before) to a storm commando. The unit feels somewhat overpowered when compared to the stock unit it's paired up against (Bothan spy), since it has a shield and a strong primary weapon - in addition to carrying health&ammo. If it were me, I would probably have left out the shield (or the health dispenser), but it's not tremendously overpowered and it can be looked past. I think the reskin for this unit leaves a little to be desired - it looks like a color inversion instead of actual darker armor - but overall it's not a bad addition.
In any case, it should suffice to say that if you enjoyed past versions of this mod, you'll enjoy this version. Give it a try if it looks interesting.
-Mav

they duke it out on all the stock maps fighting for... something, with jetpacks and nearly-identical weapons.
The sides are of course the entirety of the mod (being a "sides mod" and all). They're a well-put-together set of (as mentioned above) nearly-identical sides - the Mandalorians match tit-for-tat the weapons of the Death Watch, with the exception of hero weapons, which do differ from each other. The weapons setups feel very similar to stock sides, with the addition of a few higher-unlock classes, like a melee class or a commander class.
The sides are the same from map-to-map for the most part; the one noticeable difference is that on the outdoor maps, both sides have jetpacks on every unit, which can change the way you might play a bit. I was a little disappointed to not see jetpacks on some of the indoor maps, though - perhaps the author found that the AI did not behave well?
Anyway, there were some issues I took with the setup of the sides - the biggest problem I had was appearance. While a nice job is done with the textures for both teams, they both use (essentially, with only a minor helmet difference) the same model for [i]every unit[/i]. As you can imagine, this gets very confusing. An example:
[img]http://img198.imageshack.us/img198/5779/screenshot0586.jpg[/img]
There are about equal number of each team's units. Can you tell who's on whose team? I had a hard time unless someone was actively in my reticule.
The other concern I had was the melee class for either side - it's simply far too powerful. It's better than the heroes, has a cloak that stays up for a very long time, and does as much damage with melee (as well as the knockdown) as does a Jedi. With the bonus energy regen from the "endurance" award, you can keep the cloak up for the whole map and just never die. The only threat to you is the similarly undetectable and powerful melee units on the other team. The problem is compounded by the fact that it (along with everyone else) gets a jetpack outside. It just has too much going on to be balanced.
Anywho, I'm sure there are several people who will be interested in fighting with an army of Boba Fetts running around Battlefront 2 - so if it looks interesting, give it a download!
-Mav

campaign mission and the unused stock Sith unit. Since the stock Jedi/Sith units have very low health, usually one saber-throw is all it takes to kill them (thus the alternative title). It's not a really big challenge nor is it very in-depth. It does what it's supposed to do, which is nice, but its intended function is vastly overshadowed by a number of mod maps.
Somewhat unbalanced because of the fact that all the Sith units (all one of them) have saber throw, whereas only half the Jedi units (one of two) have it.
Might be worth a try if you just feel like a small, quick mod, but it's not really something worth holding on to for a long time, in my opinion.
-Mav

clones for different planets
Additionally, ARC_Commander has changed the space setups, as well. They've been touched up to be a little more realistic and some of you will be very pleased to see new ships in there as well.
One of the neatest things I think ARC_Commander has done is giving each side really distinct non-basic classes. Each side has three "special" classes: a recon class, a commando class, and an officer class. Each special class is different based on the sides and some are really quite powerful.
It's really rather tough to go into great detail about this mod, simply because there's so much in there. I know it's a really big download, but trust me, it's worth at least a look. This is pretty fun to play with.
-Mav

Zerted's work unlocking FreeCam that's made that possible.
What we have here is the culmanation of Zerted's work over the past few years, combined with the visual upgrades of the "Unofficial 1.2 Patch" into one big mod - the "Unofficial 1.3 Patch." This mod gives both players and modders unparalleled control over what goes into and comes out of their Star Wars Battlefront 2.
With the Unofficial 1.3 patch, players first of all can play Battlefront II with a complete set of visual upgrades, just as seen in the 1.2 patch. Included is an easy means of changing from the new (visually upgraded) sides back to the original sides, as well as a means of either enabling or disabling the new HUD.
Players also have access to the extremely powerful and dynamic "Fake Console." The Fake Console has a large number of ways players can interact with and dynamically modify their game. It also gives a large amount of control to server admins in online gaming sessions.
Modders, too, have been given a large amount of freedom with the 1.3 patch. If you've played the newest version of the Conversion Pack (2.0), you've seen a bit of what the 1.3 patch supports - thanks to it, we had access to the KotOR era alongside the two stock eras as well as many additional gamemodes. The 1.3 patch supports far more than just the KotOR era and the new gamemodes from the Conversion Pack. It adds support for an unlimited number of new gamemodes or eras, and has new icons for many of them.
And for modders there are many, many more features - custom galactic conquest, map preview videos - these are all things that modders now can do (should they choose), and there are many different options.
So what are you waiting for? There's no reason not to download this. Online play is unaffected and all you get are countless new options for your game. Give it a download![/quote]
This is a touched-up installer for the Unofficial v1.3 patch. Changes have been made to ensure that it's compatible with more OS/PC configurations.
What you'll note is that this version no longer uses the menu.bat from the earlier versions, but instead the installer itself offers you your setup options when you install. Since this is the "lite" version, and the 1.2 sides aren't included, if you need to make changes, simply run the installer again.
-Mav

supposably being a normal trooper? Well, no longer, Sparky. With this huge mod, running blindly at even a measly battledroid is going to get you mowed down. This Tactical Enhanced Combat Mod decreases the "ego-shooter" factor of SWBFII and adds to the "oh-crap-if-I-leave-this-cover-I'm-going-to-die" factor, which is nearly non-existent with the regular game.
Don't expect to be able to shoot on the run. Like, ever. Accuracy while moving has been substantially decreased; the TEC Mod encourages a much more conservative style of play (taking cover, shooting from around corners, getting the drop on enemies). It is possible to get the aforementioned 'umpteen-million killing spree' due to everything's decreased health- it only takes a couple of hits to bring someone down, which adds a lot to the suspension of disbelief.
There are lots of smaller things that add to the atmosphere of this mod; actual recoil from guns, the removal of the stamina bar for droids, different types of grenades (I'm so happy- EMP 'nades are back!), a variety of units depending on where the battle is (different clone legions, ect.), and much more (see the extensive list in the readme).
Now as far as problems with this mod go, there are virtually no game-effecting bugs, save for the couple of non-localized units (don't think could be helped). The size of this mod is huge as far as mods go, because all the game's original sides have to be replaced but again, there's not really a way around that. On a side note, this causes clashes with other mods, like the [url="http://www.gametoast.com/index.php?name=PNphpBB2&file=viewtopic&t=8754"]SWBFI Coversion pack[/url] (TEC mod'll still work on the default maps, but I don't think any converted maps will work).
Some person is probably going to override the original files, so I'll say it now:
[b]BACK UP YOUR SIDE FOLDER BEFORE YOU EXTRACT THIS MOD.[/b]
.Rikino

the 514th Stormtrooper Legion. It covers five maps- Endor, Naboo, Mustafar, Kashyyyk, and Tantive IV.
There are no new maps in this mod, but that's quite alright- the new units and sides more than make up for it. Each battle has a new set of units to play with and features some of the same units as before. For instance, you may play as the 514th Legion versus the Death Watch, and the next map you may play as a mix of Rebels and 514th against Imperials. This keeps the gameplay fresh enough to not be monotonous and fun each time. The classes each fill a specific role, and while the exact weapons and appearance of the class may change, the purpose fulfilled stays the same.
Gameplay-wise, this mod is one of the most balanced I've played of the new-era mods. Most mods are somewhat unbalanced these days, and this one definitely stands out. It's possible to win as any side on any map, and it is just as hard or easy as it would be were you on the other side. Some units are very powerful, but they all have a weakness other units can exploit. The weaker units still hold their own, as they usually can move much faster and avoid the shots of the more powerful classes. Explosives are much more powerful as well, giving the slower (and more powerful) units a distinct vulnerability. A good number of units also have jetpacks.
From a visual perspective, the mod is bright, colorful, and vibrant. Lasers are easy to spot and bright, and impact effects are everywhere. Usually this annoys me, but I found that it was done right here. It actually serves to enhance the mod without being overbearing. I didn't notice any lag while playing, which is always nice to see. Unit models and skins are well done, and the same applies to weapons.
In addition to the general polish on the mod, there were a couple things that I really enjoyed. For instance, when playing as a droid, the fusion cutter heals you when used. I discovered this completely by accident and thought it was quite ingenious. Also, I really enjoyed playing as the 'juggernaut' units, like the dark trooper and the big red-pink droid (I believe it's technically the B2-RP on Endor). I thought they were very fun to play as they are very powerful, but are still able to be killed by the opposing units.
From a bugs perspective, I didn't notice many- with the exception of one major one. In the readme, it mentions that Kashyyyk Conquest may crash randomly. The map simply would not load for me, which is a pretty major bug. Hopefully, it will be fixed in any potential future versions. Aside from that, there were a few strange weapon choices, like the Orbital Strike Beacon on the Tantive map, but other than that I didn't notice anything else.
In short, I very much enjoyed playing this mod. I thought that it was one of the most fun modifications that I have played in my entire time playing Battlefront, and was extremely well done, despite the showstopper of Kashyyyk crashing. I highly recommend this to everyone, and it is definitely worth a download.
-Jedikiller

reminiscent of a 2nd world war/d-day themed landing (complete with barrage baloons and landing craft). Sides are Republic and some sort of local Militia/Independence group. Map design is excellent - lots of custom models, good atmosphere, overall very good environment.
Theres still a few minor problems with the map design however - on the gameplay side the spiked fences can be walked through, and a few models have dodgy collision, on a canonical side the Republic landing ships have huge imperial insignias on their sides (oops) and some of the floating bodies seem to have missing textures.
The most impressive aspect, tech wise, however, is the vehicles. There\'s a fully drivable Republic Juggernaut and a few smaller new Republic vehicles. very impressive.
Now onto the bad. There\'s two problems with gameplay.
Firstly, the size vs unit count. The map is huge, but there are only the stock number of units. A map this big could really benefit from either an uber/XL mode or just more units in conquest, I captured a few CPs completely unopposed in GCW era.
The first problem pales into insignificance compared to the second, however. In CW era (the one with all the custom units + vehicles) balance is practically non-existant. The Militia side battling the Republic are assisted by dozens of autoturrets. Dozens of horrendously overpowered autoturrets with shots that are very fast, very hard to see and kill you almost instantly. Oh and the turrets can fire near straight down and up, even though their barrels can\'t turn that far. The big turrets on the cliffs seem pretty overpowered too - they cut down a juggernaut in literally seconds.
So the actual battle is hopelessly one sided, with more republic troops getting killed by overpowered turrets than militia and the player generally getting killed within seconds of spawning. Both times I played CW era the militia ended more than a hundred reinforcements up.
There are a few other little bugs I noticed, like one of the militia units using a first person model for a rocket launcher, a few floating or missing weapon icons and no english localisations. Nothing too major though.
All in all its a promising map, but the main era is near unplayable because of balance issues. GCW conquest is ok because of lack of killer turrets. Download if it looks interesting or you really really want to cruise around in a Juggernaut.

reason, the era shows up as The New Jedi Order, which should definitely be changed for a future, more final, version. Anyways, this mod adds said era to every shipped map in the game. Sadly, it's the exact same sides on all the maps. And the exact same heroes, at least on the maps that I tested it on. It would be nice to have a little bit of variation.
The first thing that really bothered me was the way the sides looked. All the characters are colored black, which makes it a bit difficult to discern friend from foe. In addition, besides the general scheme of black, there seemed to be no connection between the various units, especially on the Republic side. There were Episode II and III troopers, some with balck and red and some with black and blue. The CIS side seemed slighly more uniform.
Another thing that really irked me was the fact that most weapons had no sound, because they were "stealth mode." This might just be me, but I really prefer that weapons make some kind of sound upon firing, stealth or no. On the topic of stealth, Fierfek has given several of his characters an unlimited stealth weapon. Not only is this unbalanced, it gets really irritating when the enemy AI goes into stealth mode indefinitely and kills you before you can ever figure out where they are.
Then there's a spy unit who also has unlimited stealth, but his only weapon besides that is an Orbital Strike Beacon. While I do like that the tremendous power of Orbital Strike is balanced out by giving the unit no other weapons, the unit becomes completely useless on indoor maps. This again goes back to my point about having different units on different maps.
My last complaint is on the melee classes, specifically the MagnaGuard. Honestly, the MagnaGuard is very overpowered. Not only does he have his electro staff, he can also block lasers with it, he has neuro poison, detpacks, and he's really fast.
Now I touched mostly on the negatives from my own personal opinion, and I'm sure many of you have differing opinions, so if you think this mod sounds like your kind of thing, or if the screenshots entice you, download at will.
-Xavious

words.
Anyway, there are three distinct parts to this. First, there are the changes made to the Republic. This part changes the stock 501st legion into the 146th legion (as seen in the Conversion Pack). Several changes were made to the sides setup, the biggest perhaps is the removal of the jet trooper for a Republic commando unit. For the most part, all these changes can be found in 666rulerofclones's earlier [url=http://starwarsbattlefront.filefront.com/file/146th_Legion_Mod;96064]146th Legion Mod[/url].
The second part is a set of changes to the CIS side. The changes are more moderate here. There are similar modifications to the vehicles as seen in the Republic side mod. A few of the units have been switched around in terms of weapon loadouts in the CIS side, and the biggest change is the removal of the assault unit and its replacement by the original CIS rifleman unit, the super battledroid. The readme mentioned some other weapon changes that I was unable to find.
The third part to this mod is the change made to the Naboo guards side - a not-often-seen change. The Naboo guards are made into a side of their own and used as replacements for the Republic or Rebels on Naboo in CW and GCW respectively. Their setup is very similar to the setups used in the earlier sides mod, although they do have an unlockable Naboo Queen unit instead of a hero.
Anyway, this is a pretty decent mod that makes a large amount of changes. If you're looking for something new, give it a try, but make sure you back everything it uses up - carefully. It does replace a lot and losing any of those files would break online compatibility.
-Mav

SWBFFiles, [url=http://starwarsbattlefront.filefront.com/file/Battlefront_Zero;103793]Battlefront Zero v2.1[/url].
This version has a few substantial additions, but by and large it is an update to everything released previously - there were several bugs in past versions and this one has notably fewer. The least fun part of any big mod is always going through and killing all those last few (hundred, sometimes) bugs. Manderek here has done a good job of knocking out almost all of them, but most notably the gamebreaking ones, like CTD's or freezes (due to award weapons bugs).
The biggest change from version 2.1 to this version is the two new maps added, and as such most of my review will focus on them.
The first new map is a very interesting map; Dantooine: Base. It's a map with only one mode available, a "Jedi Affairs" mode that doesn't show up on any other map. The player plays as Nahdar Vebb, the unlucky redshirt Mon Calamari jedi from "The Clone Wars" TV series. It's a fairly standard campaign, but it is always nice to see something different from the standard conquest - which is why I do enjoy playing the various different campaign missions available in this mod.
The Dantooine map itself is a really interesting idea, but it could use (a lot, in some places) more polish. If the terrain were done a little bit better, then I think it would really help, because the idea behind the props is a neat one (even if it doesn't necessarily look like any Dantooine we've seen). I like the look of the stone arch bridges found in many places. The biggest highlight of this map was, in my opinion, the skydome. It's not something extraordinarily obtrusive, but it looks exactly how it needs to look at the texturework done on the skydome mountains model looks great.
The second new map is "Mustafar: Burning Platforms." It's a neat take on the platform-map idea - as you may guess there are several platforms floating just above a lava lake. It seems like it plays pretty well, but it was tough to get an idea of real flow (or at least how the AI is moving over the course of the game) because it was an assault-only map.
One thing that I both really liked and really thought needed work was the building with the center inside platform suspended over lava. It's a really neat idea! However, the texturework on that building seems like it was done so quickly or with such a poor sense of scale that the textures stick out like a sore thumb. I think that model needs a bit of redoing, but if the textures can be fixed it'll look great.
There are two things I do wish I could have seen in this version. First, conquest on every map. While I enjoy playing a campaign map (as mentioned above with Dantooine), I lose out on some of the exploration I can find in conquest. And while I have the chance to explore a bit in hero assault (as Mustafar above has), to be honest hero assault with AI just isn't a whole lot of fun, especially with stock heroes (which it has). I think both of the new maps could benefit from having a conquest mode added.
The second thing I wish I could see was an effort to improve some of the models/textures. Well, to be accurate, I should say "some [i]more[/i]" of them, because I do know at least one model was changed this time around (Obi-Wan's model, which looks much better now). There were some nice new models, too (like the Nahdar Vebb model), but as I said in the last review, I still think there's a bit too much difference in quality between the best models and the worst models in this mod.
In any case, this mod is definitely worth a download. If the screenshots don't convince you, then give it a try anyway - you won't be disappointed that you did.
-Mav

fall down a hole you will NEVER stop falling, so respawn.[/quote]
Well, it's been a while since the last file was uploaded so I'm sure every new mod is a breath of fresh air. This mod adds the standard hero assault mode to the Death Star. It functions as an addon map, so you don't need to worry about overwriting files or conflicts with other mods.
If you've ever wanted to play hero assault on Death Star, this mod is for you. Make sure you leave feedback if you download this file, it's how we can help others improve and grow as modders.
Enjoy!
-Xavious

all to the shipped Episode II clones (Phase 1). The mod is probably online-compatible with those who don't have it, since it doesn't make any weapons changes. While the mod is fairly simple, it is neat and clean, and will certainly be of use to those who have a preference for one set of clones over the other. So, if you've been looking for more Phase I clones, then look no further- this mod is what you need.
-Jedikiller

I've also fixed a few bugs I found. I guess that's all.[/quote]
This is version 2.0 of RED51's [file="98954"]Imperial 501st Clone Legion[/file] mod. Basically, this version just fixes bugs and has some slight changes to the units but the overall look and gameplay remains the same. If you enjoyed Red's previous version of this mod, this version should satisfy you. Remember, this mod still isn't playable on online servers that use the shipped sides. Enjoy!
-Delta 47

[url=http://starwarsbattlefront.filefront.com/file/Unofficial_Star_Wars_Battlefront_II_v13_Patch;95405] newest version of the Unofficial 1.3 Patch (r117)[/url] - that lets you play the "Galactic Conquest" gamemode with new sides and a new planet setup.
There are two ways you can play. The "Jedi Civil War" Galactic Conquest lets you play as the Old Republic and the "Advent of the Sith" lets you play as the Sith Empire. Both of these use the KotOR era from the Conversion Pack 2.0, and both of these use a lot of the Conversion Pack maps. One of the new parts of this Galactic Conquest is that when you go to a planet - say you go to Tatooine - you may end up on [i]any[/i] of the Tatooine maps - Mos Eisley, Jabba's Palace, or Dune Sea. The KotOR GC also adds a few new planets to Galactic Conquest - Alderaan, Bespin, Rhen Var, Ord Ibanna, and the Star Forge system (which is the Sith's capital system).
In addition to the tweaked map content, there's some new stuff as well. One of the cut bonuses from the final game - the "Sensor Array" bonus, which reveals all the units on the field - is added back in as a purchase-able bonus. There's also a brand-new space map ("Space"), which is used for all the KotOR space battles (except for the Star Forge battle). It features a random skydome, so it doesn't always look the same whenever you start it up.
As long as you follow the installation instructions carefully, this should be a cinch to download and use. It's not a large file, and there are a number of documents to help you install and use it correctly. Be sure to check it out!
-Mav

"Dark Times" era to most (if not all) shipped maps. This era takes place between ROTS and ANH; the "dark times" as Obi-Wan recalls to Luke. But that's only the setting... the actual essence of this mod is the full-blown injection of The Force Unleashed into Battlefront's blood stream. What am I talking about, you ask? Well, in simpler terms, Mav has recreated some of the characters and Force powers from TFU for Battlefront and has given the game a whole new twist. But that barely even begins to describe the amount of content packed into this mod.
[b]Conquest:[/b]
Conquest plays as it normally does, with the Empire and the newborn Rebel Alliance serving as the two opposing factions. However, it's been completely revamped with brand new units all across the board. Not a single one has been untouched, including the heroes. Some of the changes include new characters, new skins, new models, new weapons, new power-ups, new effects, and new Force powers. Each time you play a Conquest match you'll be given a randomly selected roster of special units and heroes, so it sort of feels like you're never playing with the same characters twice.
[b]Hero Assault:[/b]
Like Conquest, Hero Assault features brand new Force powers such as Pummel, Crush, and Repulse, and new heroes such as Starkiller, Shaak Ti, and a Shadow Guard. In addition to that there are new attack styles and saber combos for each character. Each one has their own attack style in addition to their own unique combination of Force powers, so you may have to do a little experimenting to figure out which ones you like best. The new Force powers are fun, but take a bit of getting used to, especially if you aren't even sure what they do. I think my favorite new power is Force Pummel; there's nothing quite like playing as Yoda and hurling rocks at opponents from the Mos Eisley rooftops.
[b]Duel:[/b]
Duel is essentially Hero Assault, only you don't have any Force powers. All you can use is your saber, so you'll have to rely on your saber combo skills and maneuvering to do well here.
[b]Space:[/b]
As someone who doesn't normally enjoy space maps I found the four new space maps (Dantooine, Corellia, Raxus Prime, and Nar Shaddaa) included in the mod to be pretty fun. First of all they feature brand new ships like the TIE Vanguard and the BLT-B Y-Wing (as seen in the new Clone Wars series). Brand new ships are always fun to play around with, but even the old ships have had some readjustments to keep things interesting. Secondly, there are new units and weapons, most notably the nifty-looking Kel-Dor mercenary. And finally, Mav has cleverly distanced the capital ships in each map so that the battles are more geared towards dogfights. This is the way the space maps should have been, as opposed to dodging dozens of auto turrets and flying around in circles while bombing Spot A and Spot B of the enemy capital ship. Boring! If you want a real space battle experience, you'll find one here.
[b]Wave:[/b]
Wave is obviously a new game mode specifically developed for this mod. If you've played any other war or military video games then you probably have an idea of what it is. You battle wave after wave of enemies (hence the name), surviving as long as you can (until you're killed) or until you achieve a goal. In this case, Mav has put together some objectives for you to accomplish in each individual map featuring wave mode. Much like Hunt, Wave mode is different for each map its featured in, meaning you play as different characters, fight different enemies, and have different objectives depending on which level you choose. On Felucia you play as Starkiller and battle Felucians and baby rancors. Yeah, baby rancors. On Hoth you're part of a team of mercenaries battling swarms of wampas while trying to repair your ship. Wave mode is fairly challenging, and requires you to use a bit of strategy rather than relying on your gaming skills. It can be frustrating... but addictive. Oh so very addictive.
There's not much more that I can add to this review. The Dark Times is a great mod that brings a lot to the table for you to enjoy. It's thoroughly detailed and polished, and it pushes the limits of the game, as we have come to expect from Mav.
This is a must-play!
~Era

It also changes the rebel pilot on Space Yavin to Princess Leia. Needless to say, this imbalances it quite a bit, but it\'s fun nonetheless... you have like 20 anakins and obi wans just SLAUGHTERING hoards of battle droids on space kashyyyk, and you get quite amused watching your score go up like a rocket. Very fun, intended for you to play as Republic/Rebels, but if you play as CIS/Imperials, it\'s still possible to win, just much harder. Overall, neat little mod, makes for some very..... interesting battles. (kinda short ones too :D ) Hope to see more from Yodaminch (pwnage name, btw) in the future!

entries:
[url]http://starwarsbattlefront.filefront.com/file/212th_Attack_Battalion;113623[/url]
[url]http://starwarsbattlefront.filefront.com/file/45th_Legion;113673[/url]
Obviously the textures themselves are different, but the weapons appear largely (or entirely) unchanged and the models themselves are the same. More options, but seeing three of these submitted in a row feels just a touch redundant - the change from one mod to the next (in terms of creating it) is about five minutes of work, provided the texture is already created. It adds more options, I suppose.
As with any side mod, remember that this will replace files, so make sure to make backups (of rep.lvl and repshell.lvl) and keep in mind that this will cause compatibility issues online.
-Mav

beta release[/url].
This still is a very funny-feeling mod. Ostensibly using the Metroid series as a setting, this mod has an interesting combination of lots of new and original material with some somewhat-mediocre polish made to it.
The good:
Lots and lots of new stuff. While at the surface "just" a sides mod, this ups the ante a little and adds not only new sides, but a significant number of new maps. In fact, most of the sides mod takes place in these new maps, as not all of the old maps (for sake of keeping mission counts lower) use the new era.
The new maps are on the surface, all a breath of fresh air. They're not perfect-looking (and this will be addressed below), but at the very least they are all new and different-looking. I especially liked the two "caverns" maps (Magmoor and Phazon Mines); both of those had designs that were interesting to look at.
The sides are, if a little bit overpowered, at least decently set-up. I like the texture used for the marines; it was an effective use of the clone trooper model with a texture that made it look very different.
The bad:
For starters, I felt that the sides were a bit plain-jane. Yes, they were different, but the units all felt very similar. This probably had to do with the fact that all the units' weapons were very strong; it felt like each unit was just a "blast-and-don't-get-shot" unit and I had a hard time distinguishing the use of one from another.
Also, the maps' designs, while unique, weren't very polished. I am really pleased that you didn't make copies of Hoth, Yavin, and Geonosis and rename them, but that aside, what you did could have used some polishing. Some sloppy texture work (remembering specifically Phazon mines) and missing effect textures were some of the issues that could have used remedy.
The end:
In conclusion, it's always worthwhile at least checking something like this out. It may not be your cup of tea, and this may not be the [i]best[/i] put-together big mod, but you cannot deny that it does add a [i]lot[/i] of content - and for that reason alone (and it is certainly not poorly-put-together) it is worth your checking it out.
-Mav

some brushes see how they brush" skinpack (and for the Republic, too!). It's not extraordinarily poor, but it's not great. Lots of inexplicable and patchy "blood" and symbology that's super out-of-universe.
-Mav

that doesn't go to that oft-tapped well of the Republic side, and this one's done pretty well. However, it has some of the same potential issues that go along with a single-side (versus a both-sides) mod, and those are the issues related to a modded side playing against a stock side. There aren't any real balance issues, though, and it's nice seeing some outside-of-the-movies heroes and vehicles. If you've been playing modified Republic sides for a long time and need something to balance out the plain-vanilla CIS side, give this one a try.
-Mav

- "wait, I have to download how many different files to play this?" I'll be honest - I saw the list of things I'd need to download and decided not to bother, even though I play through a solid 99% of mods that come through here and are hosted. And they're not even all in the same place, which is another big minus.
Not that any of that should take away from the (relative) complexity of the mod - not many mods use modifications to Galactic Conquest, so it's nice to see a new one (although you would have to remove either KotOR Galactic Conquest or the Dark Times II Campaign to use this).
The only other real criticism I'd offer would be that there's no theme to the hodgepodge of maps this supports - it's like the author just found as many maps as he could and said "and this one, and this one, and this one..." Galactic Conquest, as it is, is long and boring enough and just adding more planets isn't a bonus.
So takeaways - neat technical accomplishment, probably worth a try if you can get over having to download 25 different things in addition to this one. But that's a big "if."
-Mav

side you can choose.
I like the concept more, I think, than I like the actual mod itself. \"One against many\" can be a fun way to play, a lot of the time. I don\'t think this is exactly the idea here (since it seems to have been designed for a couple of people to play online with each other), but in looking at it as a mod hosted here, it is always something to consider, since the majority of people will probably play it single-player.
That\'s sort\'ve where the idea falls apart, because playing conquest 1 versus 32 - even if the \"32\" are all-AI - is still a daunting task. You\'ll never be able to win in a conquest victory without spending most of the map holed up at one CP, slowly whittling down the opponents\' reinforcements (by which point it will be just as easy to simply win by eliminating the rest, rather than capturing the remaining CPs). Just standing around and waiting for AI to reach you isn\'t a whole lot of fun, in my opinion.
That isn\'t to take away, of course, from whatever the author may have originally used it for; I\'m sure it\'s more fun to play online with a group of people (although most things usually are). Online or offline, though, there are still the sides-related issues, explained below.
The player chooses his opponent by mode, with which the player can choose to fight a small variety of stock enemies or locals. The player\'s sides remain the same in any mode, and the sides added are strange. They are comprised of a whole lot of Jango Fetts running around with various weapons of suspect balance. Some of the Fetts are fairly normal, but there are a couple that, in addition to looking goofy, are completely broken (balance-wise) and have no unlock value to - at the very least - delay their persistent use by the player. It would probably be nicer for this kind of mod if the sides were at least reasonably close to the stock sides (if not the stock sides themselves) so that, not only would the mod\'s size be reduced, but so that some kind of loglcal consistency was maintained between the AI opponents (stock sides) and the human-selectable units (which are fairly random).
In any case, a picture is worth a thousand words, and the author included several seconds of them in a video seen below. If it looks interesting, go ahead and try it.
-Mav

Coruscant.
First of all, as he states in the readme, the balance has indeed been kept. But with this mod most weapons(from both factions) do far more damage than their original counterparts. Although this does make it more realistic it also shies away from Battlefront's ego-shooter mentality. Matches and lives will come and go much faster. One other side effect of the overall weapon damage increase include heroes dying much more quickly.
Be aware before you play that it's a different type of gameplay.
"Ruler" does make good use of available custom weapon models and technologies. The dual pistol(Kudos to Mav' for original) are a tad bit overpowered, but fun for novelty if only. And even though I'm not a big fan of the "14th Legion" Clone skins they don't look [i]too[/i] bad.
I'm not one of those people who really enjoys side mods, but this one was well put together and kept it balanced.
As with any side mod please remember to back up the files you intend to replace BEFORE you replace them. :)
[b]-Saitek009[/b]

Most of the Republic troops are changed to the sniper (or paratrooper) model, and are given a red retexture. The clone commander and jettrooper stay the same model, but with similar retextures (although the clone commander is not exactly my favorite retexture). The CIS is done up in a similar fashion; however, their skin changes are to blue. You'll see blue highlights added to each of the CIS' droids.
As a sides mod, it offers little in the way of changes, mechanically - the only changes are to the Republic side (which incidentally unbalances the game for the Republic - it seems like half the Clone Wars sides mods we get do that). The Republic heavy trooper now has twice as much ammo and needs to reload half as often, while the clone commander's chaingun never overheats.
To be fair, this is mentioned to be a beta, so if it looks appealing, feel free to download it, look it over, and leave feedback.
-Mav

interesting gameplay techniques, new game modes, and demonstrate how Battlefront doesn't necessarily have to be about Star Wars the entire time.
Essentially, this mod is basically just a water gun fight between two sides, one of which wears helmets and the others don't. There are four game modes that these water gun fights can take place on - Team Deathmatch, Survival, Sand Castles, and Soak the Wookie (more on these later). This mod can, as of right now, be played on only five maps, which are Felucia, Kamino, Kashyyyk, Mos Eisley, and Naboo. Each side is largely the same, featuring waterized versions of each side's typical weapons.
The main focus of this mod, amusing as they may be, is not the sides, however. This mod is focused on its new gametypes, which are actually fairly interesting and fresh. One of the two most unique are Survival, which is essentially just you against waves of enemies, recieving powerups as you go along. This mode isn't quite as new to the game as the other, but it's well executed here and pretty fun to play. The other mode that is most interesting is called Soak the Wookie, which is a game type in which you attempt to capture CPs, but in order to do so, you must shoot a neutral Wookie to coerce him into capturing CPs for your team. This brings a whole new element of strategy to your games, since you have to concentrate on the Wookie instead of the CPs. It's a new and fresh idea and it's very well done here.
visually, this mod is pretty good - the character models look about as realistic as you would expect from a game with Battlefront's graphics levels, and the water guns are interesting and seem fairly accurate to actual water guns. There is a new reload animation, which is slightly stiff and strange, but other than that the graphical presentation is pretty good. There is a bunch of music included with the mod as well that will help make your experience just that much more summery.
So, if you're looking for a fun mod to play, regardless of the amount of clone troopers it has, then I'd suggest you check this mod out. It has some good ideas and a clever enough premise to make it easily one of the most memorable mods that I've played this year. Give it a download and get soaked for yourself.
- Jedikiller

Episode III, and it\'s been seen in a lot of mods. That gives a pretty good basis for comparison.
In that regard, while this isn\'t a really bad attempt at one of these, it\'s far from the best version. It has a lot of washed-out detail in the colored parts, and the red is awfully high-saturated. It also seems to have some strange color fill over the chest plate. Now, it doesn\'t completely omit detail, as many painted-on color markings often do, and so that\'s a plus in its favor. However, it might behoove the author to keep on practicing for future versions of these kinds of retextures.
-Mav

fictitious 45th Legion, which the author invented. It also adds a new weapon, which is a DC-15s carbine, to a few units, namely the sniper and the commander.
The skins are well-done, and the new weapon is quite good (though a little overpowered). However, it would be nice to see online compatibility with these skins. In short, this is a rather simple but clean mod- it's not too complicated and it provides a bit of a new experience to the game without completely rehauling everything possible. If you're looking for something a little new to play with, then look no further than this mod.
Do be sure to back up the files that you are replacing, or else you will likely have to reinstall the game to get back online compatibility.
-Jedikiller

maps.
Battlefront Zero is, more-or-less, a Clone Wars-only mod. In addition to the requisite rainbow of legions, Battlefront Zero has several units and heroes featured in the Genndy Tartakovsky Clone Wars series (like the Spelunker droid), the LA Clone Wars series (Cad Bane, tactical droid), and the older game Galactic Battlegrounds (from the Clone Campaigns missions - Sev'rance Tann, Echuu Shen-Jon). It's nice to see several new models used, as this mod does, although the models (or retextures) range in quality from the better (Durge, Plo Koon) to the worse (Alderaan Guard, Wat Tambor).
The units are often fun and a nice change of pace, but I would like to see a bit better balance on some of the maps. I remember playing through a couple maps and noting how egregiously imbalanced the battle was in favor of one side (the favoring of the CIS on Felucia stood out in my mind here).
While it is nice to see new characters, those are - in my mind - mostly fluff anyway (in any mod they're in), and the real meat of the mod is always what it brings to the table in terms of new gameplay. For that reason, it's always great to see a new set of maps like this mod offers, although, like the characters, they range in quality. I think the better of the maps are Rhen Var, Kashyyyk, and probably Saleucami. Thule is nice too, but it (in addition to Geonosis: Arena) relies so heavily on Pandemic's "Clone Wars" models to create the setting, it's hard to tell what credit should be given to the mapper and what should be given to the modelers at Pandemic. I like the effort made with all the maps, and I think some could be really neat, but on some of the maps simple things like planning and object placement hold back the maps.
There were a couple new modes added for this. The most notable is "weapon conquest," which is really a minicampaign that uses a group of four clone commandos as the playable characters (with a hero available as well). This objective-based mode is always simple, but I don't think it needs to be complicated, necessarily, to be enjoyable. I would like to see a bit more of this as it stood out. There were a couple of other hunt modes, and then a "Jedi Hunt" (which was essentially hunt with a different name). Hunt modes are usually neat asides, and they were here too, but Jedi Hunt was notable in the fact that it quickly became a chore because of the overpower-ed-ness of the droids whenever they clumped together.
There were also several more generic bugs that could be found scattered through the maps and sides - award weapons bugs (particularly annoying when they cause a freeze), floating objects, objects with missing polies, missing sounds, missing localizations, floating HUD icons - there are still many things to be fixed before this can be considered close to "bug-free." There's a lot of neat new stuff in here, but for me, at least, I have a hard time enjoying it because there are a number of bugs to be found. I'd love to see these get fixed up and get this mod polished up, but for now this is certainly worth at least a try to see what the Battlefront Zero team has been working on.
-Mav

that legion into the 212th legion, as seen on Utapau in Episode III.
While changes have been made to nearly every unit, the changes feel good and balanced within the game - except perhaps for the clone commander, who, with a jetpack, rifle, and chaingun, feels somewhat overpowered. The sniper is also very powerful too, since his rifle fires quicker and with more shots per clip. Some small changes were made to the space map setups too, which is a nice touch, as most sides mods ignore space and focus only on infantry.
It's a fun diversion to play through a nice sides mod, and this one did do a good job of making itself integrate into the game well enough for a few playthroughs, so I'd say give it a try if it sounds interesting. Just remember to back up your files, because, like any sides mod, this will replace stock files and make online play incompatible with anyone not using this mod.
-Mav

levels modified by the author to make them stronger than the default units found in Single Player Campaign.
This modfiication has many good points. The new jedi and sith units are correctly named aswell as there weapons and force powers. The author has thought about the new classes overpowering the general units and has decreased hwo many are allowed in gameplay at any given time. I believe that this is very beneficial as the jedi and sith do not take control of the battlefield and other units are needed and are useful in gameplay. The points needed to unlock the jedi and sith as playable units are slightly larger than normal, but i feel that this is
a good idea and gives a slight challenge to the player(s) while playing.
Furthermore, these does not seem to be any noticable bugs and all works smoothly and very well.
- Royal Tycoon.

familiar with (although given the author\'s description, there are probably plenty who are), but it\'s scripted well and fits well enough into SWBF2. My only quibble is that the changes in weapons aren\'t really substantial - I appreciate that the author wanted this to use stock weapons for sake of ease, but it would be a lot more fun with meaningful changes in weapons, I think. Other things? I\'d like to see this on more than just Tantive IV, and making each weapon period last longer than 1 kill would be nice.
-Mav

instructions on how to use the munged files. Sounds are also included.
It\'s a pretty good model; if you\'re familiar with setting up sides, go ahead and download this and give it a try!
-Mav
[url=http://www.xfire.com/video/24d3ae/][img]http://video.xfire.com/24d3ae-4.jpg[/img][/url]

quite well to overheating (rather than ammo) based carbines and rifles, with other changes such as new grenades and seperate health/ammo powerups. The weapons are similar to the stock ones but different enough to feel new. The skins and edited models (like the backpacks :)) for the republic are nice too. The CIS are a lot simpler, having only three units with few weapons.
While the map is the stock Utapau map, it appears in the IA screen as "Clone Wars Utapau: Reloaded". Clone Wars conquest is conquest with aforementioned units, galactic civil war conquest is the standard utapau campaign with said units.
Conquest is nice but has a pretty major flaw - the reinforcement count is insane. 2500 clones and 15000 droids...after about half an hour I'd reduced the clones to about 2000 and the droids to about 14100.....seriously, no one wants to play a two-three hour long conquest battle. It also seems from those numbers that the CIS will always win...because even with me playing as republic and capturing 5/6 cps they only lost 400 more troops but had 6x as many to begin with.
As gfor the campaign, while its nice its the same old Utapau campaign, with different units making it feel more accurate to the films.
As a side, there was a bug in that uk_english had no localisations, which made things a tad confusing since several weapons had no icons/the same icon. However, I confess I left out german localisations in one released map so I can't really complain.........
Anyway, a decent mini-mod and nice for first time. DL if screens appeal or it sounds good.
-Sky

tempted to say it's online-compatible, but the side appears to be missing the camo sniper class (present on maps like Kashyyyk and Felucia), so I don't think it is.
Remember to back up your rep.lvl and repshell.lvl before installing.
Download if you like the sounds of it.
-Xavious

Clone Engineer with the snipers cape attached to them. However, the Jet Trooper remains the same model with a new skin, the other factions aren't affected. There are also a few weapon changes. As far as balance goes it is pretty balanced as the Republic aren't over powering. There weren't any other bugs that I found other than the ones mentioned in the ReadMe and it seemed neatly made.
Overall its a fun side mod and very similar to his other mods, remember to backup your original Rep lvl's before installing.
-Delta 47

readme), but the .odfs will stay the same - ensuring online compatibility.
And I think I like it better this way. It doesn't overpower anything (a must, since this only affects the Republic side) and it doesn't drastically change the gameplay (for me, this is a plus - I like the default setup). It does let things feel a little new, which is nice.
The changes made are across-the-board, and they amount to changing things to look like phase 1 (Episode 2) clones with some slightly-changed color schemes. A few weapon models have been changed too.
So if you like, go ahead and download this. It won't break online compatibility, and it won't change things around too much. It's a nice visual change though, so try it out.
-Mav

lasers and torpedoes. The second seat has bombs. The third seat has an Ion Cannon.[/quote]
Not really a whole lot to say about this. It's a very simple modification to a single .odf. I guess if you really, [i]really[/i] don't want to do your own .odf work, you could go ahead and use this, but it's really a simple modification. It's a small download, at least - download if you like.
-Mav

based map in battlefront 2. This brings alot more fun and variation to gameplay.
Of the games battles that I played with this mod I noticed that not all gametypes are as what you may expect. For example in 'Hunt' you either play as creatures vs. creatures, creatures vs. one side or heroes with AI troops vs. heroes with AI troops. This is very enjoyable and is certainly realistic on types of planets.
The author has stated in the read-me and I have found no bugs in gameplay so far, but I'm sure if any are found both the author and the community would certainly like to here them. Lastly it should be stated that there are apparantly 123 new gametypes available, hence the modification name.
- Royal Tycoon

by the Imperial Fleet...
-- Features:
-Grey V-Wing with green lasers
-TIE-fighter without Proton Torpedos
-Lots of Jedi
-Imperial Pilot and Marine replaced with a grey Clone Pilot and a plain white Clone Trooper with DC-15 Carbine (Special Thx to OOM-9 for the Carbine).
-No more X-wings, Y-wings, A-wings or Laat\'s for the Rebellion, these have been replaced with Jedi Starfighters.
-Lots of frigates
-Grey Venator
-This map was originally know as \"Attaking a Star Destroyer\", but has been renamed to \"Attack of the Star Destroyers\".
-And some other features

of Utapau with maybe some increased reinforcements and a few moved objects. When I started playing I was a bit shocked to see it didn\'t resemble the shipped utapau at all and I was actually playing a brand new map. I take it this squirrel guy is new, because there were some notable flaws, but I\'ll get to that. On the plus side he definitely has the essentials down(object placement, vehicle spawning, side modification).
First, the bugs. The AT-XT(which was another surprise to me) has a glitchy primary weapon where the lasers look like blocks. You\'ll see that in a screenshot. There is also some missing textures on the rocks for the Geonosian tunnel. At either end of the map where it ends in a cliff it gets really messed up. I remember on the CIS side there was stone cliff walls that you could only see from the outside and when walking around I fell through the floor into one of Utapau\'s trademark holes. Except there was some ground halfway down that I got pasted on...And there was something that looked like a waterfall...The last noteworthy bug was sometimes when looking at a busted mygeeto object my targeting doohickey would read \'imperial star destroyer\'.
Anyway, the map itself had a few really interesting points. it wasn\'t until near the end after capturing the republic hangar/landing pad I realised there was a mygeeto bridge over the battlefield, which provided some excitement. The map is basically two bases at opposite ends of the map ending in cliffs. There is a fork which goes down to large roads, which cometogether at each base. Between and beside both roads are various Utapaun buildings. The CIS starts with more CPs thrughout the map, including one or two amonst the buildings. The Reublic has a couple of AT-TEs to compensate, though. Additionally, all the republic units have been reskinned and had their weapons switched around a bit. The engineers with chainguns got a bit annoying since there was a lot of them but droids get the droid marine as a bonus class. The clone team is mostly orange based now(including the AT-TEs).
In conclusion I seriously enjoyed this map, and if you have the patience to download a 100mb map you can\'t pass this one up. Although item placement is pretty clumsy(plenty of objcts not really aligned/half buried by terrain) that will get better with time. I honestly can\'t wait for the next version.
-K.

Coruscant,
Polis Massa.
Bugs:
1. In Mygetoo you can't jump and press atack with Jedi (blue saber) because you will stuck
for about 10 seconds.
2. In Kashyyyk you can't jump and attack too with Jedi (green saber) because
you will stuck forever so you will be forced to press respawn .
3. Jedi names will be droid names.
4. Jedi sounds will be droid sounds.
5. No Anakin hero in Polis Massa, Kashyyyk or Tantive IV.
Not a bad mod, but quite a few bugs. 5/10
Baron_Von_Stargatt

quibble here - usually I wouldn't get on a side mod for missing localizations (as long as it's the "side-replacement" type and not the addon type), but this side mod uses a mission.lvl replacement anyway, so there's no reason extra localizations couldn't be added in (through the mission scripts). As per usual, the author does a really nice job on the clone reskins/kitbashes.
-Mav

modes (Wookiee platforms, big \'ol trees, Wookiees), and less clear in the majority. The titular \"warehouse\" is more generic and takes a stab at adding a bit of a vertical element to the combat.
I\'m a big fan of trying something new (or at least infrequently-used), but in this case I think the main warehouse section needs a bit more work (in fact, there are some simple elements of polish that could go a long way in many things - proper spelling and capitalization is a big one). It looks like the warehouse is comprised of primarily custom models, which is nice, but the texturing is sloppy. And then there are some really odd elements, like Earth toilets and Coca-Cola machines - these are simply awful to have in this kind of map, since they kill any sense of immersion.
One other big thing with the warehouse section is that there doesn\'t appear to be any way to get from the bottom up to the top without respawning. That\'s a real problem - the player should never have to kill himself to get somewhere.
That all aside, there are some interesting concepts in here. However, I think the big thing needed here is, as mentioned above, polish, polish, polish. Good concepts can get easily buried under sloppy work.
-Mav

and lightens a lot of the Tatooine brick textures, although on some more notable props extra work is done to make it look as though snow has fallen on it. The terrain textures have also been changed to some of Hoth\'s.
The mod is online-compatible, and it is perhaps in that effort that the author didn\'t add snow precipitation, but I would have liked to see that to sort\'ve round out the effect.
Anyway, if you\'re wishing for maybe a little less \"ball of dust\" and a little more \"winter wonderland,\" give this a try.
-Mav

changes listed in the readme, and while I won\'t list them here, it would behoove the downloader to go ahead and read that to see what\'s up.
As a basic mod, it\'s of a good quality, although it falls prey to the issue any mod that modifies only one side will have - the sides play very differently. This means that on some maps, it may feel unbalanced in favor of one team over another.
There are some neat weapon changes, although it\'s a little disappointing to see them changed without changing the localizations or HUD icons (localizations can be changed by hackjobbing the names - simply make the .odf names of the weapons the same as the localized names of the weapons would be).
The changes to the space sides are interesting, and it\'s always nice to see a little love directed that way. Again, there are potential balance issues, though. For the most part both the sides and vehicles [i]are[/i] balanced, but it can still creep up on you on some maps.
It\'s a decent mod, and worth a try, but remember that it is a sides mod and has two potential issues: online incompatibility and a requirement to back up files. Remember to back up any files you replace and be aware that this will break online play for GCW.
-Mav

to me to figure out what it did... and take screenshots.
This mod does not appear to do a whole lot. It changes the Republic side only, and it appears to just be changing skins and weapon models for a few of the characters. For example, the ARC trooper has a different skin and Obi-Wan has a clone trooper skin. The jet trooper\'s pistol model is also changed. These were the extent of the changes I found, though it appears that sometimes the changes work against the author and crash maps. I\'m also pretty sure that the author didn\'t make all of these assets and so probably forgot to credit a bunch of people for their work.
In short, this is pretty much just another skin mod, so if you\'d like one, download - otherwise, give it a pass.
- Jedikiller

find something incredibly original in this file.
The thrust of this minimod is that it replaces the REP with some generic Jedi units and the CIS with the generic Sith unit. You\'ve seen these units before in many a mod, but hey - maybe today this strikes your fancy.
The author mentions some limitations of the mod, mostly because of the way it was created - by hexediting. It would have been much easier - and to the author, I\'d simply recommend this in the future - to simply rebuild the mission.lvl with the modtools. You could have directly edited each mission script and made sure that you didn\'t have conflicts like you see here (ones that cause crashes).
Because this mod asks you to replace a file in your main GameData folder, you\'ll want to make sure you back up any files it asks you to replace - this mod will break online compatibility. If the screenshots below look interesting, give it a try.
-Mav

are well done and it does change up your gameplay a little bit. Plus, it's online compatible, so you can play with people who don't have it as well, which is always nice to see.
In short, if you want a little visual change in your stock game, or you like the screenshots, give this a download.
-Jedikiller

not as easy as an aim-and-shoot but rather something you have to work a little harder at. There is one player to select on each team and the mod plays on all of the stock maps and can be easily installed in your own mod map. The mod still plays in Conquest mode in which you have to deplete the other teams reinforcements (points) or capture the remaining command posts.
I highly recommend downloading this mod if your looking for something new for the stocked maps or if you want to add something new to your own mod map. Its a fairly small download too. Enjoy!
-Delta 47[/quote]
This appears to only be a small bugfixing release of Jaspo's Lazer Tag mod, so I'll just copy in the original review as there don't appear to have been any gameplay changes. The author apparently squashed a couple of bugs involving no sounds on Geonosis and a few death count issues on the Death Star. Delta gave it a rather glowing review, so I suggest checking it out if you're interested in having a new and interesting experience in your Battlefront game.
-Jedikiller

have only one unit type with one weapon: a single shot non-overheating unlimited ammo lazer tag pistol with no aiming reticule that kills in one shot. So, in essence, this is Instagib for the stock maps, without the cheating HUD aimer thingie. So to all you snipers-from-the-hip out there, this mod is definitely for you. It is called lazer tag because the gameplay is very similar to said sport.
Because the side file goes into the game's side folder rather than addon, it is easy for developers to create this game mode for their own maps, if they want to, similar to using Mav's KotOR sides, for example. Instructions for doing so are included in the readme. I actually developed the sides and their weapons in my Prakith map. I stuck with the conquest style of gameplay since all stock maps have that mode, so converting the mission luas to lazer tag mode was relatively easy.[/quote]
Jaspo has created a really fun little mod here. The mod plays in a Lazer-Tag mode where you have to "tag" another player on the opposite team. Since the aiming reticule has been disabled its not as easy as an aim-and-shoot but rather something you have to work a little harder at. There is one player to select on each team and the mod plays on all of the stock maps and can be easily installed in your own mod map. The mod still plays in Conquest mode in which you have to deplete the other teams reinforcements (points) or capture the remaining command posts.
I highly recommend downloading this mod if your looking for something new for the stocked maps or if you want to add something new to your own mod map. Its a fairly small download too. Enjoy!
-Delta 47

Expansion," "Big Gunz," and "Dream Teams."
All three of these are added in through separate addon folders - which, to be honest, I wish the author hadn't done, because it makes for a very untidy addon folder (it adds 31 separate folders!) - it would be nice to see them grouped together in a single addon, or at the very most three separate folders. In any case, they load stock maps through separate mission .lvls (which is why they are only "sort of" a sides mod), so you don't have to overwrite anything.
The first third(/mod) is "Jedi Expansion," and contrary to what you might think, it doesn't technically expand any of the Jedi. What this mod does is add a few stock units to each team; for example the Rebels get a stock Jedi (one of the Knightfall ones), a Jet Trooper, and a Gungan. To be honest, it doesn't seem all that exciting, since none of these units are new or modified. It does add a bit of a twist when playing old maps, but it was more often than not confusing (since the "new" units stick out a lot from the stock sides).
The second mod is "Big Gunz," and - again contrary to what you might think - doesn't really have large or more powerful weapons. In fact, the biggest change I noticed was that all the units had a lot more health, which made the "gunz" much less effective than normal. This seemed more frustrating than anything, since all(?) the added maps with this were CTF, so it was essentially futile to play CTF defense (since the opposing team just wouldn't lose the flag). It just means that I have to race the other team to score, which... isnt' all that fun in SP. If anything, it might be better here to err on the side of "too little" health, since that would speed up the pace of the play. This mod also added some of the Jedi featured in the next part of the mod.
The third part was "Dream Teams." I didn't play all of this (or all of any of them - there were quite a bit of missions, as mentioned above), but from what I saw, this essentially added a lot of new Jedi. Err... new saber-wielding characters, at least, because most of the units were stock models with sabers added on (like Gungans and Wookiees - these always seem so odd to me when they have lightsabers). They all have different saber combos, which is nice to see, but on the other hand, they seem very odd (switching from one saber to two sabers). And like in the last part of the mod, all these characters seem to have much more health than normal, and the game is once again CTF - which means that again, fighting the enemies is more or less futile as you can't stop them from moving the flag forward.
There were very few bugs I could see in this; I only noticed a couple (and the first is the only one really obvious). First, nearly everything was missing localization. Second, if you have the 1.3 patch, some missions will crash, because it tries to load geometry that doesn't exist (the Imp gunner geometry). It's nice to see that this is relatively bug-free, but it does use a lot of stock material. Fix up that localization and maybe come up with a workaround to the 1.3 compatibility problem, and it'll be great.
In any case, it's a mod with a lot of content, but to me, it didn't feel really "new" and it didn't seem as fun (probably also because it felt so much like stock material). However, it does have a lot and it's not a lot to download, so give it a try and find out for yourself!
-Mav

doesn't really represent much original work on the part of the "author." All that's been done here has been that skins - made by someone else (Satti) - were munged into a stock side (made by Pandemic), and then zipped up and uploaded. Keep in mind that when you are downloading this, you are downloading mostly [i]Satti's[/i] work, and not the author listed above.
Be sure to back up any files if you decide to use this, since it modifies stock files.
-Mav

being a slicing, dicing, droid-mauling, machine. This is a standard Hex mod, folks, so make sure you back up your mission.lvl and all will be well.
Kudos to [b]Dav328[/b] for giving this a go. Not many people think they can do modding.
[b]-Saitek009[/b]

throws the balance to whack, and this is pretty true here. The riflemen, engineers, and jet troopers remain pretty similar (although the first and last get extra grenades and the engineer gets mines), and they're not too badly out of balance (but all that extra ordnance is a little iffy). However, the sniper, heavy, and commander are where the balance really leaves.
The sniper's rifle has been changed, inexplicably, to fire a lot more rounds a lot faster than a normal sniper rifle, and without reducing the power at all. This, frankly, does not make a whole lot of sense to me. Likewise, the heavy trooper's rockets have been replaced with a powered-up chaingun (with no warmup time) which is far more overpowered than the rockets ever were. The clone commander is powered-up, too (to be fair, that officer unit was a little weak compared to the others, but this took it a little too far). He's got auto-turrets and a rifle in place of his chaingun - which would be fine, except the rifle is a lot more powerful than everything else.
The visuals have been changed, too, so that everything looks more like a unified 501st - which would be great, except that the 1.2/1.3 patch does all this already, and the 1.2/1.3 does it [i]better[/i], and the 1.2/1.3 doesn't break online compatibility, which this will. I'm all for new stuff, but a lot of this side mod feels like it's doing something that's already been done, and it's not doing it as well.
Of course, if you want the changes that've been made with the units (and you can stomach the imbalance), then go ahead and give it a try.
-Mav

first four classes available, though, so no clone commander or jettrooper. The rifleman, heavy, and sniper all use the same texture and model, while the engineer uses the stock texture and model. With this sides mod, weapons have been changed a little, so it will be unplayable online unless you're playing with people with the same mod.
It's worth mentioning that sound is missing on nearly every one of the new weapons added - a bug that should probably be easily fixed in the future.
If you really like this legion, go ahead and give it a download (although there are many other mods which feature the same legion, including Battlefront Extreme), but remember to back up your original side files.
-Mav

The leader of the Sith Lords asked if they could assist the clones in the fight. Lord Vader actually said \"yes\". But he killed the leader using force choke. Then, the battle began!
The main thing about this mod is it changes the sides on coruscant campaign. You play as the jedi instead of the clones. And instead of the jedi you fought normally, you fight the sith lords. Play it and you\'ll find out everything you need![/quote]
As far as hex-edit mods go, this one is pretty good. Of course, it still travels that tired hex-edit territory of CW Coruscant, but at least it\'s not [i]another[/i] Jedi vs. Clones mod. This mod substitutes some 501st troopers for the guardsmen and the unused Sith Lord unit for the Jedi in the \"Knightfall\" campaign mission. It\'s a new but fun take on the mission.
The one downside is that the battle is vastly tilted in favor of your team, because you easily outnumber any opposing melee units on the field 2 (or maybe more) to 1 at any given time. And given the fact that these units go down so easily, well, it\'s not exactly shooting fish in a barrel but it\'s no bullfight either.
Give it a try if you\'re into mods.
-Mav

sooner. So, I apologize.
Though this mod's name might lead you to believe that it only affects jet troopers, it actually changes the whole Republic side to a combination of the 305th Star Corps and Fionwë's own creations. It's very refreshing to see some new clone skins instead of the boring (and inaccurate) 501st troopers. The skins all look nice; particularly the 305th trooper and the Commander Cody lookalike. Not only do these guys come with new skins but many of them have new weapons. I didn't have time to toy around with all of them but the ones I did experiment with were pretty cool. Remember that these are from the same person who made [url=http://starwarsbattlefront.filefront.com/file/Battle_Of_Geonosis_125th;81707]the most incredible unit ever[/url]. The weapons I remember the most are the commander's chain gun, the award rifle (which a few different units carry), the sniper's camouflage, and the super-strong EMP launcher. And to top it all off the jet troopers have unlimited fuel so you can fly around entire maps and shoot enemies from above. It's pretty cool but if you're not into uber-awesome units then this might not be for you.
Usually I don't like side mods but I can definitely live with this. Give it a try -- you won't regret it. :thumbsup:
-[GT]EraOfDesann
PS: This mod [i]does[/i] replace the [b]rep.lvl and repshell.lvl[/b] in your Star Wars Battlefront II/GameData/Data/LVL_PC/SIDE folder so [b]be absolutely sure that you make copies[/b] of those before you replace them! Otherwise if you ever want to uninstall the mod then you'll have to reinstall the entire game!

Jet Troopers, Clone Troopers, Heavy Troopers, Clone Sharpshooters, and Clone Engineers
-Up to 25 Jet Troopers can be playable in the field (because of hex-edit)
-Anakin is the hero
Changes: [u]Changed the Empire to the CIS Side[/u]
-All battle droids types (except Super Battle Droids) are available
-Added the Magnaguard Hunter, which has no limit at all...
-Count Dooku is the Hero
See the readme for installation instructions.

a narrow hallway connecting them.
Set your global reinforcement count to 32 and away ye go...For heroes that narrow hallway of AI is a dream.
No screens though. And a readme wasn't packaged with it. I guess that just means you'll have to play it. >:o
-K.

so lasers are more effective as they are in the cameo.
-Missiles are now limited. Something I personally tink they should have done in the game to begin with.
Because it uses the essental side files, the file is pretty big and whether or not you should download it depends on whether or not this is the kind of mod you're into. Frankly, I can imagine a lot of missile n00bs turning their noses up at the prospect of not having infitnite explosives.
And before a bunch of peple ask about mod tools, this was done with ex editing by another promising new modder.
Welcome, imperial droid, to the community.

Facts:[/b]
-Side mod (replace version)
-REP-only
-multiple variants of rep.lvl
[i]Art:[/i] N/A
[i]Tech:[/i] 2/5
[i]Creativity:[/i] 3/5
[i]Fun:[/i] 2/5
[b]Thoughts:[/b]
Basically exactly the same thing as [url=http://starwarsbattlefront.filefront.com/file/Challenge_Side_Confederacy;121140]this mod[/url] (which is the same author), and my thoughts are similar here. Also, I wonder why it's two separate downloads, given that it's basically the same thing a second time.
-Mav
[b]Please use the following link to download this file, not the link given to you by the "Download Now" button[/b]
http://www.gamefront.com/files/22022842/ChallengeSide_REP_rar

Facts:[/b]
-Side mod (replace version)
-CIS-only
-multiple variants of cis.lvl
[i]Art:[/i] N/A
[i]Tech:[/i] 2/5
[i]Creativity:[/i] 3/5
[i]Fun:[/i] 2/5
[b]Thoughts:[/b]
The mod's an interesting attempt to give you some practice facing only one weapon, but I can't think of any reason why I'd want that. Similarly, the means of switching is clunky (why not use the features of the 1.3 patch that support something like this better?).
-Mav
[b]Please use the following link to download this file, not the link given to you by the "Download Now" button[/b]
http://www.gamefront.com/files/22022847/ChallengeSide_CIS_rar

to have a Galactic Conquest available for both sides of the GCW coin, although the same complaint I had with the earlier version resonates here - there\'s too many individual downloads needed to make this work!
-Mav

of a mod - mod-ception! As with the previous/earlier version of this, my only complaint is the laundry list of requirements this has, although it's a smaller requirement set than the earlier version of this CGC. I definitely prefer a mod where the download is self-contained. There are pretty comprehensive instructions in the readme - pay attention if you're installing!
-Mav

3/5
[b]Thoughts:[/b]
Pretty simple version of a mod we've seen more than once. The only minor issue I see is that the engineer texture is significantly "cleaner" than the other units' textures. Adding the assets with the mod is a nice touch, but it might have been better to release them separately, since most people that download this probably won't need the assets.
-Mav

although the skins from unit-to-unit are inconsistent. The basic trooper classes (with the exception of the engineer) are clean, while the rest are dirtier, and the commander retexture is significantly more scratched. I think it'd look a lot better with some more consistency (since that seems to be the goal of the mod).
-Mav

all-black \"here let me turn down the saturation and brightness\" textures. The side is largely the same as the stock side, although the commander class is changed from the Magnaguard to a mirror of the clone commander. This is too bad, because I like the Magnaguard more, and another mirror class doesn\'t feel necessary. It also has a second autoturret available (i.e. its ammo is \'2\'), but only one can be placed at a time - it feels like I should be able to place two at a time.
-Mav

pretty simple, and largely confined to the last two unlockable classes. The side becomes a lot closer to mirroring the Republic side, which in my opinion is a detriment - I like seeing more unique sides.
-Mav

the classes are watered down (removing useful things like rocket launchers, detpacks, and fusion cutters) to be more uniform. However, more strange than that is the change of the CIS heroes to use a battle droid mesh. Why? Who knows - I suppose it\'s an interesting thing to see, but I wish that in the transfer the author had taken the time to make sure the animations were correct. As they are now, they share a basepose with the original models and consequently the droids look like they\'re split at certain joints.
Also, the Grievous hero is completely messed up. Okay - I get it, the goal is to replace the heroes with battle droid versions. But why make the change if you\'re simply going to break something that is working? If you can\'t make the change right, either leave it alone or replace it with something completely different (like, I don\'t know, a hero with any one of the other sets of human animations).
All in all, it\'s a bit of a strange mod - which I\'d be fine with, but it doesn\'t seem very well thought-through. I\'d like to see a bit more polish, even if the mod itself is a little kooky.
-Mav

we\'re talking pretty old (relatively) computer-wise here. For you to see much benefit, you\'ll have to be running SWBF2 on a PC that\'s more than about 10 years old.
In any case, it does what it says it does, and it should keep the game online-compatible. If you\'re in the boat mentioned above, download and give it a try. Remember that this\'ll do nothing to affect any mods you might install, since they don\'t usually use precompiled stock textures.
-Mav

a first mod, but it is really quite simple. A few pointers to the author - allowing acklays to run/roll makes for a weird-looking animation (those states aren\'t supported by its skeleton). Removing those abilities will make this look a lot better. Balancing - infinite reinforcements to acklays? They already have enough of an advantage. There\'s no way that this team can\'t win. Finally, don\'t include packed stock sides with this. You could have made this mod and delivered it in about 5 KB; instead it\'s a 100+ MB download and ~300 extracted. [i]Way[/i] unnecessary.
All in all, it is what it says it is. If this sounds appealing, give it a try.
-Mav

there aren\'t a lot of changes this time around. The only really noticeable difference is some work in the skybox to darken things up and add snow precipitation (which is admittedly better for the environment appearance).
If you liked the earlier version (or if it seems to appeal to you now), this is only a better version of that - so go ahead and give it a download.
-Mav

a type we don\'t often see - it\'s basically a mission.lvl mod, but designed to be used in the dedicated server folder. This mod essentially hard-sets the rules you\'ll often see on servers set up as CTF servers where people really just want to shoot each other.
Seems fair enough. Looking to host this kind of server? Give this a try.
-Mav

check them out for comparison. What this one does is change the Republic side to look like the Galactic Marines (i.e. the stock Clone Commander model), although it does use a different model for the sniper (which is not something the handful of other mods like this do).
As mentioned in the readme, only geometry has been changed, so the mod should remain online-compatible. Give it a try if it looks interesting.
-Mav

case, my first playthrough of this map lasted about 15 seconds from spawn to death, at which point the conquest defeat timer started counting down. Total match time? Under one minute. Not the best first impression, author.
The side balance here is pretty well shot to pieces, since we\'re talking about a standard side versus high-hp, one-hit-kill enemies. Also, the visibility range is reduced out-of-proportion with what we see on the screen, so enemies fade into view pretty close to the player.
Map-wise, there are some strange design choices here. What is up with the terrain? Is one of the textures just extraordinarily low-rez, or is a flat color actually used for one of the terrain textures? Is it instead just a paintbrush over the terrain? I was unsure.
To the author - I\'m not a huge fan of the idea, but setting that aside, please work on your presentation - it will go miles to improving your first impression. Punctuation, spelling - even just basic capitalization (in your map title, of all places!) will help downloaders to think that you put some real care into your work.
-Mav

different sky.
The real difference with this version is that it includes multiple cor1.lvl files, so if you\'re the finicky type and don\'t want just one new type of Coruscant sky, you could pick from among five others.
It seems a bit excessive to have such a fine degree of control over the barely-noticeable sky of Coruscant, but hey, we here at SWBFFiles are all about the excessive. So if you\'re looking for a new Coruscant sky, this is your one-stop shop.
-Mav

units to stock maps. It relies on the user having some basic LUA knowledge, since the code console (also from the 1.3 patch) is the primary means of loading in the new units.
The new units are strange and without any consistent theme, and while they play with some interesting features, they're really prone to failure - many of them have missing localizations, award weapons bugs (which freeze the game), and missing sounds.
I think this is a fun proof-of-concept mod, although I'm not sure how extensible the concept is to a polished mod - there are generally better means of extending the stock maps. However, it's worth a try to see some of the novel uses of the 1.3 patch.
-Mav
[i]Note: This may interfere with other mods the player is using[/i]

([url]http://starwars.wikia.com/wiki/Wolfpack[/url]), and it includes four different retextures, as outlined in the readme. You will need some familiarity with creating a side to be able to use these assets.
-Mav

uses the slightly-clashing stock camo sniper), all the clone troopers take on an eerily-bright green in lieu of their normal 501st markings.
I\'m not a huge fan of the change, since it does look a little unrealistic, if for no other reason than everything is so bright and saturated. A little more in the way of syncing up with the stock sniper texture would also be appreciated (or vice versa). On the other hand, it does add one more choice to the bevy of clone side choices out there, and maybe this is more your speed. If so, go ahead and give it a try.
Remember that as a side mod, this will replace your original side. Be sure to back up any files before replacing them.
-Mav

change of the stock Coruscant sky to Hoth\'s cloudy blue sky.
I\'m not 100% sure that it works - there seem to be a lot more clean, white, clouds than would make sense for Coruscant. But I suppose one doesn\'t often spend a lot of time considering the \"fit\" of a sky for a location while one is playing a map, so there you are.
In any case, if you\'re looking for something a little different, maybe try this. Make sure you back up any files you replace.
-Mav

thrown a lot of assets into a map to try them out, which is usually a cardinal sin, but in this case, it works. Bizarrely enough.
This map feels a little like (as mentioned in the readme) Raxus Prime. It\'s a very open map, and it\'s a real pain to run around capturing CPs. Again, this is usually bad juju in my book, but I\'m willing to give this one a pass for one reason - there are a whole ton of vehicles. And not just any vehicles - they\'re all custom vehicles. Given icemember\'s proclivity for making high-quality kitbashes, it is only appropriate that a few of the vehicles are just that - kitbashes of previously-existing SWBF2 tanks. There are also a notable handful of original designs, too, though, and some of them are pretty neat. I especially like the troop transport vehicle, which has an open back compartment.
The map is missing a whole ton of localization, and this is something that needs to be addressed, if for no other reason than I want to see what the author decides to call his vehicles. There are also a few sounds missing (on some award weapons) and some floating HUD icons on some of the weapons.
There are also a number of new kitbashed unit models, and there are a couple gems in there. A particular favorite is the flame trooper for the Rebels.
Anyway, if you\'re interested in tooling around on a map with a lot of new vehicles, go ahead and give this one a download.
-Mav

incurred by the player in comparison to the stock sides. Whether it is entirely \"realistic\" is, I suppose, a matter of opinion - in mine, I would call it something more along the lines of the \"everything has lots of push\" mod.
I\'ll be forthright and say that I simply don\'t care much for mods that increase the level of damage of the weapons to \"realistic\" levels - SWBF2 is, after all, a large-scale class based arcade shooter and not a small-team tactical shooter where something like that would be more appropriate. So, going in, my anticipation was that I wouldn\'t care much for the mod.
I was surprised to learn, though, that there\'s really not a whole lot changed. I couldn\'t really tell whether weapons did more damage - for the most part, everything looked and felt pretty much the same. Grenades do noticeably more damage, which is well and good, I suppose, but for the most part all the blasters seemed pretty normal.
There were some weird things going on with the special class weapons and hero weapons, though. Force lightning is out of control - it\'s a one-hit kill on infantry that also pushes them, and there\'s no energy drain. As the Emperor I could just walk around holding down the secondary button, and I was effectively invincible. Not really my cup of tea. Force push is also pretty silly - it pushes way past the bounds of \"realism\" and simply gives a ludicrous amount of push to Force push, and to top it off, it also explodes back on your unit. Which makes sense, of course, because every time in the media anyone has used Force push, they\'ve also been immediately expelled backwards by the simple force of it (or is it the other way around?).
Some of the special unit weapons seem a bit overpowered too. The Bothan\'s incinerator inexplicably pulls? units, and the Dark Trooper\'s Arc Caster is a one-hit kill uncharged. And on a completely separate issue, the heroes could just jump in the air forever. That too screamed \"realistic.\"
All in all, I suppose that most of my issues with the mod have more to do with the name than the content. I\'m not a huge fan of overpowered weapons either, but I can recognize that there are plenty that do like them, and for you, this is probably worth a shot. Just be aware that it may not be \"realistic\" so much as it is \"high-damage.\"
-Mav

[url=http://starwarsbattlefront.filefront.com/file/Dobido_Deep_Crater;119325]Dobido: Deep Crater[/url] map, you will be familiar with these, as they are the same sides featured there.
These sides, to give a quick overview for the unfamiliar, are basically no different from the stock Alliance/Imperial sides, except that they change the appearance of each team so that it looks like they could operate in a no-atmosphere situation. Take a look at the pictures below for clarification, or follow the link to the abovementioned map.
If you want to use the sides, instructions are given in the readme. Please note that unless you are planning to use these sides for your own map or unless you have already downloaded a map that is set to use these, you will not be able to simply play with these sides.
-Mav

load in the AT-PT (as seen in the Rogue Squadron games) to be used as they please. The model itself is a well-made version of the vehicle, and the vehicle includes its own set of animations. It\'s smartly crafted, as is habitual for this author, and it\'s a worthwhile addition to any vehicle map.
It\'s worth emphasizing again that this is a side file, so you won\'t have direct access to the assets - you can only load the pre-munged vehicle into your own map. Make sure you take a look at the readme for further clarification on how to use this neat little asset.
-Mav

a Roman/Greek Soldier, although it's difficult to attempt to do both in the same try, the Romans and Greeks had different features in their armour and sometimes colours too. With a difficult concept to try and create the first attempt was always going to be the most difficult, however the skin is actually really good as the helmet, shoes and chest plates are very well done indeed!
The arms and the legs need slightly re-tweaking but for now it's a great attempt and we certainly await a second version!

author\'s reason hilarious: \"I made it because music in SWBF2 is not very good.\" I would humbly submit that this is objectively wrong, and it is made all the funnier by the change in music - it changes from the militaristic Imperial March to the love theme from Attack of the Clones. Don\'t get me wrong, I like both pieces of music, but the one it\'s changed to is hilariously inappropriate thematically.
Good-natured ribbing aside, if you\'re looking for a change of pace to your menu music, feel free to give this file a try - just make sure that you back up your original files.
-Mav

trooper. However, the retexture here does look decent, and it seems to do an accurate job of recreating one of those things we see for half a second in one of the movies (those things that fans then love to rehash and name and etc. etc. etc.).
If it looks like something you're interested in, be aware that you'll have to know how to create a new side to use these.
-Mav

stock Jedi and stock Sith on some maps. It's been done in several mods before, but if you're struck by a fancy and feel like having a go at this one, give it a shot.
Make sure you back up any .lvl files you replace with a modified .lvl file, so that when you're done with the mod you can go back and replace it with the original.
-Mav

bad if you don't give it much attention, but it's not great - it's blindingly white and it doesn't look like a daytime sky so much as it looks like the sky texture was simply glowing white. On the plus side, it's a really small mod that you can add on without breaking any compatibility.
Make sure, however, that if you do install this, you make a backup of the original cor1.lvl, so that whenever you're done with this mod you can go back to the regular .lvl's sky.
-Mav

modification does is make jet troopers have much more health and have infinite jetpack fuel, as well as the dark troopers. Not having a PS2 myself, I can\'t attest to its working or not, but perhaps someone else can. At any rate, if you run a PS2 dedicated server for BFII, then this may be something you want to look into.
-Jedikiller
*ps: sorry for the delay on getting this up, author*

their sniper while the Empire and Republic lose their heavy. That was kind of an odd choice in terms of gameplay balance. It doesn\'t quite balance out the same anymore.
In any case, as with any mod that replaces stock files, this may break some mods and will break online compatibility, so be sure to back up any files before you replace them. Please see the readme for further instructions.
-Mav

it definitely looks like something that the author worked on for about a day - as the [i]author himself advertises in the readme![/i] Before moving into any real criticism, a tip: if you\'ve worked on something for \"less than a day,\" you haven\'t put any real effort into it. Try just a [i]little[/i] harder.
Anyway, the map itself is basically Death Star prison block tunnels grafted on to a stock space Imperial Star Destroyer. As the author mentions, there\'s zero planning, so there\'s AI running into walls aplenty. There\'s not a lot of point to killing AI trapped in corners, and there\'s not a lot of point to trying to capture CPs, since fewer than half of the CPs can actually be captured. I suppose you could go flying around in the fighters, but there\'s really nothing to shoot at.
There are a number of object placement issues as well as missing textures noticeable, as seen in the screenshots below.
While I do want to encourage anyone to go ahead and pick up learning how to mod, please, please, please put a little more effort and care into the things you submit.
-Mav

see the retextures all be actually white rather than (in some cases) simply reduced in saturation (for example, the sniper retains his blue markings, although they are now grey).
In addition to the white retextures, many of the weapons have updated weapons models, a la the 1.2/1.3 patch. Since these are all cosmetic changes, the mod is online-compatible.
Before using this mod, please remember to back up your original files.
-Mav

choice (although the advisability of releasing the very first retextures you try is another matter entirely). They\'re pretty much exactly the same as any number of 501st legion retextures; these are somewhat more saturated than normal.
You can see a couple examples in the pictures below. To the author, I would recommend both getting a little more practice before releasing assets/mods and also make sure that your contributions are something new being added to the pool. There is certainly no dearth of clone trooper skins on this site, and that\'s something you (and anyone) should consider.
-Mav

increased damage and ammo, and it crashes a lot. A [i]lot[/i]. The author didn\'t submit any pictures, and part of me wanted to just use pictures of desktops for the screenshots, because that\'s what you\'ll be seeing a lot here. The mod has nothing new visually anyway, all the units, weapons, and effects look exactly the same.
I know. [i]I know[/i]. The author said to play it online because it \"doesn\'t support AI\" or some such nonsense. I checked online, and I couldn\'t find any servers that said they were hosting the mod. It must just be my luck.
I\'ll reiterate here what I say every time I see a mod submitted for this old game with poor MP mod support - [i]don\'t make a mod for MP-only![/i] Most of the time it\'s just an excuse for not getting the AI bots to do what you want, although in this case it\'s an issue of crashes because of number of units. Just FYI, if you get too many human players, it will also crash. The AI don\'t do something special to make it crash.
Make sure to back up your sides before installing; it\'s not an addon mod, but a side replacement mod.
-Mav

them have some different weapon models as well. There's a different pistol animation too.
Because all the changes are visual, the mod is online-compatible, but it's recommended that you back up your original REP.lvl before using this anyway.
The only real errors there were could be seen in the HUD icons for the new weapon models; pretty much all of them weren't fixed (they were all "floating" icons).
Give it a try if the screenshots (when the screenshots server comes back up) seem appealing to you.
-Mav

one like Yavin - you get the gist of it.
It's an interesting concept - it's been done before at least once, but more flavors of stock map are used in this one. It's not put together exceptionally well, though. There are a number of floating objects, for one. Some of the objects used (specifically some tree objects) were used as props when they really should only be foliage or background objects - they didn't have the best of collisions. The map is also far too large. The only thing truly "epic" about this battlefield is that getting from one command post to another is truly an Odyssey. Keep the map smaller and tighter and it would work much better.
Also, the terrain tool could have been used a lot better. There was at least one area where you can fall straight through the terrain, and there's a large area in the center that has a whole lot of stretched-terrain cliffs. This never really looks good.
Then there are the sides. The CW era uses lots of stock units of various factions. Each team is a hodgepodge of various local units (with a couple from the stock main sides as well). Unfortunately, this means that a lot of them are incomplete - sounds, localizations, HUD tags, etc - since local units weren't designed to be played as-is.
The GCW sides are, on the one hand, a basic Republic team. On the other hand, there's an assembly of weird units, all with names based off of various online handles. As with most "wacky" sides, these are incredibly unbalanced, not necessarily very visually appealing, and pretty inconsistent.
One other notable bug is the lack of sounds for most of the vehicles' weapons. The author did a good job getting most sounds together for the map (there were only a couple weapon sounds here or there missing), but it looks like almost all the vehicle weapon sounds were overlooked.
All in all, the map is an okay concept, and it would be a whole lot better on a smaller scale with some more attention paid to the object placement details.
-Mav
P.S. To the author - you didn't credit MandeRek for actually making the Kit Fisto unit - this has been added to your readme.

era using the 1.3 patch.
Both maps have similar sides for the Imperials - a black-hued stormtrooper regiment called the "Inquisitorium" or "514th" - I can't remember which. Endor has sides (bizarrely) consisting of CIS battle droids and Mandalorians, while Naboo has standard-ish Rebel sides (I say standard based on the fact that they follow the same general design as the basic Alliance infantry).
The sides themselves were well-put-together - the weapon setups didn't stand out as exceptional (and I think they rarely will as tastes on these kind of things vary so easily), and as with most sides mods they felt a little more powerful than the stock weapons (this is not necessarily a bad thing).
What did stand out to me was some smaller changes made. First, I liked seeing the Rebel combat speeder from SWBF1 used in Naboo - I think it is a much better "urban" combat vehicle design than the SWBF2 combat speeder - and I think that it's underused for being a stock asset. I also really liked seeing some sound changes. If there is one thing I like to see in any given mod, it is... good scripting, but if there are [b]two[/b] things I would like to see in any given mod they are good scripting and good sound design. Sound is a big thing and it is much too often ignored - it was nice seeing it get a little love here.
In any case, this is a nice small sides mod that I'm sure you can enjoy. Give it a try!
-Mav

sincerely doubt he's tested that as it makes several changes that should disallow online use (changing unlock points, changing weapon odf names). In any case, this sides mod, unfortunately, seems to have all the limitations of an online-compatible sides mod with none of the advantages (i.e. actually being able to play online).
The changes themselves are a very odd assortment, and it might be more appropriate to call this a collection of random assets from people rather than a true "sides mod," since it seems like most changes (retextures, models) are simply things other people made and the author downloaded and slapped together. Some of the additions are truly bizarre, like a droid model for the Imperial sniper.
In addition to the haphazard assortment of random assets, there are a few bugs. First of all, a couple of the guns have incorrect FPM views (the Dark Trooper's award pistol is one). There's also at least one missing localization (which is how you can tell that a new weapon was added, making the sides mod online-incompatible).
To sum up, this feels like a very disorganized showcase of a bunch of other people's work rather than a well-done side mod. That is not to say that I doubt the author [i]could[/i] make a sides mod, but it would be best to plan out a theme (like one consistent color, for example) and choose assets that make sense to fit that theme. Simply downloading a bunch of assets that look "cool" and mixing them all together is like taking a bunch of your favorite foods and blending them together in the hopes of a delicious meal. (Hint: It is [i]not[/i] delicious.)
-Mav

original, I'll give my opinions on not just the changes but the map itself as well.
There are a few things I might criticize here. First, if the setting is going to be Hoth, then it should probably be called Hoth. If you're going to make it be some other planet, it would be wise to use some different props, some retextures - something. This is just Hoth everything, right up to the sky (and ion cannon!), and some retextures at least are in order. Secondly, I understand that the effect you want is a ruined or bombed-out area, but I don't know if using odd angles on the props (at least the interior ones) is the best way to do it. It feels odd and disconcerting walking through props placed at odd angles.
In terms of gameplay, there are two issues I see. First, the map is too large with too little going on. Maybe it was just a telling lack of variation in the appearance (in which case it would not necessarily be a gameplay issue), but it felt like there was too much space between one command post and the next. Secondly, there is a huge bottleneck on the bridge next to the Rebels' first CP. If playing as team 1 (IMP or REP), it quickly turns into shooting fish in a barrel once team 2 is stuck back there.
What's good here is - despite the oddity of it - the prop placement in the tunnels looks like it was fairly well taken-care-of; I didn't see any noticeable holes or gaps in between objects. It was also a decent setting, even if it did look exactly like Hoth.
Anyway, if you liked the last version or like what you see here, give it a try.
-Mav

baffled why people have a tough time setting these up themselves, but I would be lying if I said that it wasn't a question that was asked often.
So if that's you and you've just been yearning to have those droid models set up for you, here is a downloadable side (pre-munge) you can use to set them up in game. Remember that you will need to know how to create a side in the first place to use these.
-Mav

get the picture. Most of the battle takes place in an open field and on a bridge that extends across a canyon. But there is a Hanger with a hallway that comes up from the ground. I should say that everything seems to be on an angle too. Not sure if this is a good thing or not but it does make walking a little hard when going through the hallways under the ground. I personally think its a little empty though. Adding some barrels or crates at least would definitely make it a lot better.
There were a few bugs that I'm sure will be fixed in the next version. A couple examples would be a floating CP and
As far as this version goes, there are no custom sides or skins but the author mentions adding them in the next version.
So, give it a download if it looks good to you.
-Delta 47

not sure exactly what conflict in the Star Wars universe this is meant to represent. You've got Gungans and various other Rebel forces fighting against mostly black colored Stormtroopers, some of which have large Imperial symbols on their chests (Is this in case they forget which side they're on? I don't see any other reason, and it does look a tad bit silly). The real problem with the mod is the fact that there are only four or five units on the Rebel side, with only one or two weapons each. The Imperial side is more diverse, but only because it's very similar in design to the shipped sides.
The mod is very unbalanced. A lot of the weapons have unlimited ammo, don't overheat, and either do excessively high damage or fire extremely fast. The author also purposely balanced the game in favor of the Empire; never a good idea in my book. Battlefront II is meant to be a game where you can fight Star Wars battles any way you want, and making one team vastly superior to the other limits your options.
I also noticed a fair deal of bugs. Nothing was localized correctly, most new weapons had floating HUD icons, and nothing overheated (though these weapons had overheat counters, they just never overheated). Some other things that bothered me were the shields on units (you can't tell how much health they [i]really[/i] have when they have a shield) and the melee weapons, which it seemed too many units had.
All in all, this might be a fun mod for a quick playthrough if you're into over-the-top weapons. Download away if it intrigues you, just be sure to backup your default imp and all sides before installing.
A note to the author: make sure you give credit where credit is due. Simply citing the BFX assets as the source of your stuff isn't enough; make sure you look through the readme of the assets you used and find out all of the names of the people you should be crediting.
-Xavious

Look.(that includes ep2 troopers).[/quote]
This is a simple mod that changes all of the skins on Republic units to have leopard patterns on them. The skins are well-done from what I've seen, so if the idea floats your boat, take a look at the screenshots and give it a download, making sure to backup your default rep sides before installing.
-Xavious

mod, but this one changes the standard Imperial stromtrooper and rocketeer into the shadow trooper from the Force Unleashed. As always, back up your default Imp side lvls before installing.
A note to the author: Please include your own screenshots in the future. It would make the uploading process much faster and easier on our end.
-Xavious

This mod replaces the default stormtrooper and shocktrooper (rocketeer) with the incinerator trooper from The Force Unleashed. I would assume that this mod does not affect online compatability seeing as the only changes are skin changes. Nevertheless, back up your original imp.lvl and impshell.lvl before installing.
-Xavious

fun![/quote]
No surprises here, it's exactly what it says. It's basically a quick odf edit, but if you don't know how to do it [you should probably learn, but that's not the point here], I suppose you can use this.
And of course, this is for modders only.
-Mav

described by the author above, this is essentially a reskin of the original Republic side to look like "clone assassins." If you are interested, then do make sure you (as mentioned in the readme) back up your original rep.lvl and repshell.lvl.
-Mav

the Conversion pack.[/quote]
Yep, that's all there is to it. This is a side mod that replaces the default stormtroopers with reskinned 501st stormtroopers. This mod will make it so you cannot play GCW online with anyone else unless they also have this mod, so make sure you back-up your default Empire sides before installing.
Take a look at the screenshots and download if it sounds cool.
-Xavious

misstake with the rocket launchers, hope it dont get to annoying. make a backup of the core.lvl file and place this in lvl_pc.
and, replace this with the original one if using a side or a side mod.[/quote]
This is a simple mod that changes the localizations of some of the weapons and units found in the game. Presumably to more accurate ones? Anyway, it's a very simple mod to use, although I can't verify whether it "breaks" multiplayer or not - in any case, it is always wise to back up your files whenever replacing them.
To use this file, browse to "GameData/DATA/_LVL_PC" and replace (but first back up!) the "core.lvl" file.
-Mav

This iteration of the mod is simply the visual changes made to the GCW sides. As a result, this version/part of the mod [i]is[/i] online-compatible - only textures are replaced.
It's not a huge file, but for what amounts to some simple texture changes for (only?) the Imperial side, it seems pretty big. Alliance sides are included, but I didn't see any visual changes made to them.
The textures themselves are fine - nothing too obtrusive or garish, just a different take on the stormtroopers we know and love. The Imperial officer's texture isn't my favorite - at first I thought its texture was missing, but then I realized it was just a really, really dark texture.
Anyway, if you like what you see in the screenshots, and you want something new but still want to have online compatibility, go ahead and give this a download!
-Mav

You'll also notice the conspicuous absence of the sniper and darktrooper classes, who have been replaced - because they "don't fit on interior maps" - by the pilot and marine, respectively. (Of course I might mention that the pilot is equally nonsensical on a map with no vehicles.)
Hoth has also been edited - instead of changes made to fit some perceived sense of "what fits," this time the changes have been made simply for fun. All the Imperials have been changed to Episode III clones, with the exception of the engineer, which is Episode II, because the Episode III engineer apparently has an ugly face.
You may also see Y-Wings on Hoth in lieu of snowspeeders for the Rebels. Give it a try, if you like.
-Mav

Republic team but also balances everything out.
I'll start with the Republic upgrades. All of the Clone skins have a darkish-yellow and white armor, closely resembling the skins of the 212th Attack Battalion of Utapau with capes of course although not all of the models have capes. The clone models are a mix of the Republic EP3 sniper, Republic EP3 engineer, and the Imperial sniper models. As far as space goes the skins are the same as Conquest with a few different weapons. The Y-Wing also replaces the Jedi Starfighter.
The CIS are different from the Republic in many ways. The MagnaGuard has been taken out and replaced by a B1 Droid and the skins have been switched. Along with the weapon changes it makes them just as even as the Republic as far as balance goes. Same goes for space as the Republic in other words the skins stay the same with different weapons.
Now for the downside. There were a few things that bothered me. First off some of the names need to be localized or changed. Though not affecting game-play it keeps the units looking neat. Second a couple icons for the weapons are slightly moved from their original place. Also Geonosis Conquest has only the Clone Commander against the normal CIS, and since the Clone Commander has 8 points to unlock it is impossible to spawn if you play as the Republic.
Just to note the changes in this mod are to far changed from the default values disabling you the ability to play online. Enjoy.
-Delta 47

Clone skins are now Grey which look really nice. The weapons are now dark black and the fire power has been changed. Although some weapons are slightly more powerful the gameplay is still pretty balanced and when you shoot the weapons jerk making it harder to get a lot of kills and win easily. I really enjoyed playing as the Jet Trooper because of his wrist rockets and rifle which are really cool. Space has also been changed including all of the ships being tweaked. The Space Pilot is like a normal pilot except he has grenades on top of the other weapons. The Space Marine is exactly like the Jet Trooper. But also there are a few bugs in space. On top of the ones listed in the ReadMe the Space Marine doesn't have any sounds for his Jet Pack and although the V-wing is a lot faster the Stamina doesn't recharge once used. Other than than those things the mod is very balanced and fun to play.
Keep in mind since the weapons are changed you cannot play this mod online but its still loads of fun playing in Single Player. Remember to backup your original Rep.lvl before installing.
-Delta 47

extra-unnecessary filesize. It looks like some stock sides ended up in there in their entirety, and it really makes the map download far too large.
It looks like the author made a sincere effort to make things feel at least a little different (hey, at least the ground texture's different, right?) from the Yavin IV feel a lot of newbie maps have. This one is different (think Endor), although it does still have the ubiquitous and much-maligned Yavin sky.
As mentioned above, there is a very "Endor" feel to the map, including lots of trees and foliage. Normally, this looks pretty good, but it seems like the author used a lot of foliage that has strange collision (or collision at all - I wouldn't recommend using foliage that has geometry collision). It makes for a confusing battle experience, because places it looks like you should be able to walk through are impassible, and ordnance collides with a lot of space that it shouldn't collide with.
It's a fairly simple map layout; there are only four CPs in a diamond shape. Gameplay would be pretty decent were it not for the abovementioned collision issues.
In summary, it's not bad for a first map, but objectively, it's not a great map. Give it a download if you like.
-Mav

turbolasers we saw in the majority of the movies (although we did see a couple beam turrets in Episode III).
There's not a lot to it, although the author was kind enough to take the time to make sure the lasers matched up with their respective faction's standard laser colors (red for Alliance and CIS, blue for Republic, and green for Empire).
So go ahead and give it a try, but remember - using this, or any side mod, will break online compatibility. So if you choose to use this, make sure you back up your files.
-Mav

Conversion Pack which were on Bespin: Platforms. The sides aren't to overpowering to help keep them even and includes some new weapon models along with a few modified weapons and because some of the weapons are modified you can't play this mod online. He also changed the Republic Vehicles a bit.
If you liked his earlier work than you should be satisfied with this one. Remember to back up your original sides before installing it.
-Delta 47

filtered skins ("snowy" for ep2 and ep3). The color swaps are only for the EP3 versions of the skins, whereas the filtered "snowy" skins are for either EP2 or EP3. Any or all of these could be used in a Republic sides mod or for custom sides, but you must be able to mod to apply them. If you like what you see, give them a download.
-Mav

he wants to do. The good news is that he seems to be well on his way to getting most if not all of it done with his 0.5 beta version of Prime Front.
The premise behind Prime Front is a strange one, one I'm not sure I've even quite figured out. It obviously incorporates a large amount of material from its eponymous source, the Metroid (Prime) series. There also seems to be some Star Wars content interwoven (as well as some from Warhammer 40000) - your guess is as good as mine as to what's going on here. Not to say it's anything bad - I've never played [i]any[/i] of the Metroid series (yes, that's right) nor have I played any Warhammer 40k, so I couldn't honestly tell a lick of difference (were it not for some prior research).
What's most interesting is the sheer amount of content. Even in its early beta stage, there are two complete factions (with 6 heroes total) and three additional maps. Planned is easily more than triple that content, which to me seems almost incredible. But what can I say? The proof is there that at the very least a lot of work has already been put in, so I have no reason to doubt more work coming in the future.
The sides, which are featured on every stock map (and this is a lot of work by itself, guys) as well as the three new maps, represent the Galactic Federation and the Tau Rebel Alliance. As mentioned before, I don't have any background with these, so looking at it objectively - the sides are pretty balanced. They feel really similar to the stock sides, and nothing's too out-of-control (although the gameplay is pretty grenade-heavy). It's worth mentioning that a lot of work has been put in to making new textures for these units; I particularly like the common texture the "Tau" side shares. Likewise, there's been a lot of work done in localization and weapons work to make the sides feel different.
The new maps are nice, and above and beyond what you usually see in a sides mod. They're not the best maps, but they're nice and they do feel different - which is already a step past a lot of maps. My favorite was the cliffside map (which is a really neat concept), although it could use a little work on the actual cliffs (sheer terrain walls don't look so hot).
It's really tough to tell what exactly I should say about this, in the end. On the one hand, there is the part of me that sees just [i]all[/i] the [i]stuff[/i] and is flat-out impressed by the volume. On the other hand, there is the part of me that sees things like the units feeling very similar and wishing that a little more variety was present (although often these things take time to appreciate, so I could be wrong here). I guess all I can really say is to try it out yourself - I can definitely agree (with myself ;) ) that there's been a lot of work put in here, and at the very least that deserves some recognition and some time spent trying it out.
Make sure you read the installation instructions, since this is a BETA and doesn't have an autoinstaller yet.
-Mav

Patch, makes only visual changes, meaning you'll still be able to play online with the new skins/ models. Read the readme to find out exactly what's been changed.
Sound good to you? Give it a download if it does. Don't forget to back up your original Republic side files before installing.
-Xavious

side, your game will be [i]severely[/i] unbalanced. I guess some people like that, but in my opinion, it's no fun without any challenge.
If it sounds fun to you go ahead and give it a download. Read the readme for installation instructions, and be sure to back up any files you need to.
-Xavious
Note to the author- You neglected to include a credits section in your readme. I'm 99% certain that the Republic side was mostly, if not all, comprised of Dann_Boeing's assets. Be sure you give credit where credit is due.

such, should be compatible online with people not using the patch (make sure to back your files up anyway, though!). This is only a side mod for the rep.lvl, so the CIS, Rebel, and Imperial sides aren't affected at all.
If you're looking for a little bit of a different look for your stock Episode III clones, then give this a try, but again, make sure you back up your files.
-Mav

II Sides Expansion mod. There's a list of all the changes to the sides in the readme included below.
Changes from the previous version were mostly in the area of balance. The overpowered Clone Officer's chaingun has been replaced with a normal chaingun that fires blue ordnance. This new update also includes new weapon models (again, see the readme for a list/ more information). I have a couple of problems with this mod. Firstly, why give the rocketeer a rifle instead of a pistol? That pretty much renders the rifleman almost uselss, since his forte is the rifle. I also don't like the rifle model for the clones being replaced by the carbine. Compared to the rifle, the carbine just looks... wimpy. But meh, that's just my opinion.
READ THE README before installing this mod. It has a much more detailed description as well as installation instructions.
One more thing: [b]BACK UP YOUR SIDES FILES BEFORE INSTALLING![/b] I can't emphasize this enough. If you don't create back ups, and decide you don't like/ want to unistall this mod, you'll have to reinstall the game to get those files back. For those of you who may not know, here's a list of the files you need to back up:
[list]all.lvl
allshell.lvl
cis.lvl
cisshell.lvl
imp.lvl
impshell.lvl
rep.lvl
repshell.lvl[/list]
These files can be found in your "...\LucasArts\Star Wars Battlefront II\GameData\DATA\_LVL_PC\SIDE" folder.
That's everything. Leave feedback for the author if you download and play this file. Thanks!
-Xavious

but you will get used to it. =P[/quote]
...as said by the author, and I couldn't have said it better myself. Droid vs. droid in the stock Coruscant map, space CIS vs. ground CIS. Not complicated, but could be worth your time to just try something different. Give it a try if you like.
-Mav

number of reasons why this doesn't really work that way. The sweeping replacement of most weapons with rifles ([i]pistols[/i] were replaced with rifles) has the exact opposite effect on unit-to-unit balance. Most classes in the stock game are fairly well balanced, but switching up weapons does a number on any mitigating factors in their balance. For example, the heavy trooper class now has both a rifle and a rocket launcher, in addition to his secondary armaments. This puts him a [i]touch[/i] above where he should be. The same effect happens in reverse with the Magnaguard. His miniature rocket launcher (Bulldog) has been replaced with a basic rifle - making him a shadow of what he was.
The thing that confuses me the most though is the Republic officer's chaingun. For all this talk of balance, that is now certainly an unbalanced weapon. It sticks out so badly against all the other weapons, which feel, for the most part, normal. It fires faster, and fires larger ordnances with higher damages. It just doesn't make a lot of sense.
Technically, it's a very sound job, even if most of the changes were minor. The only real issues were that the HUD for the chaingun was wrong and there was no sound on the chaingun.
Give it a try if you want, but I wouldn't buy into it as a "balance" mod. Remember to back up any side files as this will replace default game files.
-Mav

surprise - 41st Legion. Not too much to say excepting what the readme already says. The weapons have been modifed a bit, but the most substantial change is to the Commander/Captain's chaingun - it now fires much faster although it has an error with te award weapons.
Give it a try if you like the idea of the 41st, but just remember that this will disable onlne play, then give this a shot. Remember to back up anything you're replacing.
-Mav

caused some trouble in viewing them (you've been warned!).
If you want to use these, go ahead and download them, though viewing them could be a pain.
~Penguin Unit~
[b]NOTE:[/b] This is an asset for modders only. If you do not have the mod tools, you cannot use this, so don't download it.

point - there was actually some work done to them as opposed to just running a render option over them. You don't see many orange legions of clones (despite the onscreen presence of one in Episode III), so they may not be a bad addition.
The other sides, though, as far as I am concerned are a waste of time to download. The Imperial and Rebel skins are just photonegatives of their regular skins - an operation which is about two clicks for each texture. The CIS side is slightly different, but very un-uniform. I certainly would like my sides to have some sense of coherence, visually.
Anyway, remember that you can only use these if you're planning on creating a map or mod for them.
-Mav

(rifle animation when i wanted pistol animation). I also added a few weapons as well and deleted the e-33 carbine (which made no sense to have anyway), i also added plasma grenades (from GT), so i hope you like it.[/quote]
This is take two of 666rulerofclones' Imperial Sandtrooper mod. As the name implies, this mod replaces the Imperial Stormtroopers with the Sandtrooper varients seen on Tatooine in A New Hope. If you downloaded the first version and liked it, or if it sounds fun to you, give this mod a download. Remember to backup your original files! I can't stress how important this is. Also, as with most all side-changing mods, you won't be able to play online while you have this mod installed. Enjoy, and be sure to leave the author feedback.
Just a note to the author, it's rude to not credit the people who created the assets you used. Just saying they're "from GT" is not good enough. Be sure you list the people who contributed in your readme in the future.
-Xavious

have been switched up (in both land and space). Note that this will conflict with any other sides mods as well as disable online compatibility, so make sure you save a backup of both your "imp.lvl" and your "impshell.lvl." Other than that, enjoy, and I hope you "like sand."
-Mav

Kamino platforms turned on their side. There are a couple Kamino walkways over top of the temple, and the ground is textured with the Imperial shuttle's .tga file. Very odd.
Aside from the general incoherence of the map design itself, the gameplay is plagued by, largely, the same thing all flat maps suffer from - no real strategy. Additionally, the top CIS command posts can only be reached by a jet trooper, and the AI is not told to even try and go up there, so for the Republic to win, the human player has to go up there.
There are a few bugs; the biggest is that one of the CPs has either a misplaced or nonexistant capture region, meaning that it can't be captured. This makes for a rather difficult round of conquest. There's also some sloppy work done with terraincutters up by the two top CIS CPs.
This is just an odd map.
-Mav

for the PS2 just overwrite the level files in the Data folder in the main server manager folder, which you will find in your Program Files.
The only map that I have not edited to remove tanks is Hoth due to personal preference, that map is boring without tanks.
If you have any questions you can contact me (SG-17) at http://merc.echoz.com[/quote]
...quoth the author. Pretty straightforward, hexedit mod to remove vehicles from certain levels. Readme has further clarification.
-Mav

added to the Empire team with the Emperor as the hero. While it all works mostly as it should, I do have two complaints. The first is, if this is Episode IV, then why are there Rebel soldiers on the Death Star? The second is the fact that the hero units sometimes appear more than once on the map at a time. The fix for this would be to change the max and min for these characters to 1 in the lua file.
I believe that's everything. If you are intrigued by the description or screenshots, give this mod a download. Read the readme for installation instructions if you need them, and leave feedback for the author if you download this file, it's how we can help others improve and grow as modders.
-Xavious

you may find interest in this mod. However, it should be noted that this mod will not be online compatable with other players that do not have the same mod. In addition, the author says, "Overwrite the olds ones, or back them up whatever you want." I would suggest backing up your default files, that way you can go back to the shipped game without having to go back and reinstall.
As always, read the readme for installation instructions, and make sure you leave feedback for the author if you download this file, it's how we can help others improve and grow as modders.
-Xavious

the case here.
The author is obviously a proponent of the mindset that more particle effects means more fun (which in most cases it only means more lag). I can't really say a whole lot about this, because the whole "making everything overpowered" is just a worn-out idea. All the units have some kind of ridiculously overpowered weapon, whether it be in firerate, damage, or both. All the Jedi units are replaced by the ARC trooper model, too, for whatever reason.
It would be nice, in the future, to see some thought given to:
a) balance
b) gameplay, and
c) manual installation and uninstallation
I guess if you're into ridiculously overpowered stuff, you might enjoy this.
-Mav

Jedi vs. clones. Please forgive the jedi! there's only 3 Jedi. There will be more in v. 1.1. (I'll put the readme this time by the way)It also changes the clones on kamino CW to ep2 clones. Just enjoy it and give it a good rating. There WILL be more screenies later, so dont complain about it! PEACE OUT!!!!!![/quote]
Not much more I need to say about this. This mod changes Conquest for Coruscant in Clone Wars to Jedi vs Clones, as seen in Episode III. It also changes the Episode III style troopers on Kamino Clone Wars to the Episode II style troopers.
Just one thing I'd like to add, in the readme, the author says to put your downloaded mission.lvl in the LVL_PC folder. You should back up the existing mission.lvl [i]before you install this mod[/i], in case you wish to unistall the mod later. Also, make sure you leave feedback if you download this file, it's how we can help others improve and grow as modders.
-Xavious

each sides mod:
Fallen Master: Replaces the Emperor (hero unit) with a Dark-Sided version of Yoda, explained by the story in the readme. Plays essentially like a buffed Emperor with a smaller hitbox.
Master of Light: Replaces Jedi/Pilot Luke with a Yoda unit, essentially a buffed Yoda. Also explained by a story in the readme.
Energy Sabers: Replaces some of the saber textures with newer, more fanciful textures. Nice if you want to switch up your saber appearances for a bit.
The Full Power of the Force: Changes Force Lightning, Force Push, Force Pull, and Force Choke into buffed versions of the original powers. Neat, but creates serious imbalance in Hero Assault.
The author goes to great length to make sure you know that these replace files and don't take up "extra" space, although I would disagree with that somewhat. While it's true that these files will replace files, unless you want to reinstall Star Wars Battlefront II every time you want to play online or whenever you want to stop using this mod, you will have to keep backups of the original files, which takes up 700+ MB on your hard drive. I would certainly recommend that you do keep backups of your original files, as with any sides mod.
In my opinion, these are some decent sides mods (I liked the Yoda with a black cloak and the stories accompanying the mods), but they're unfortunately a huge download and don't really have enough staying power to be worth the extra 700 MB of space. Try them out, though, if you're interested in seeing many different versions of Yoda.
-Mav

really fun mod to try out.
The thing that bugged me the most is that nothing is localized.
But I love the new saber texture.
So try this mod out if you want to, I don\'t think you\'ll regret it.
- EGG GUTS

takes out the CIS Strike Bomber (reasons are in the readme!)
So if you like the thought of causing hell with a star fighter without interruptions then you should download this map.
Installation Instructions are in the readme!
- EGG GUTS
PS: There\'s 5 more files to be uploaded, I\'m doing it all in order so if you uploaded a file lately I\'m sorry for the Delay.

expense of the real Queen - seriously? LOL.).
The others are simple side replacements. CIS vs. Empire on Endor is, you guessed it, the CIS vs. the Empire on Endor. Ep2 Clones on Kamino changes the CW conquest (on Kamino) from Republic vs. CIS to the clones from the campaign level vs. CIS. And REP vs. CIS on Endor again is just two different sides on Endor.
Each one of these is a mission.lvl mod, which means that you're going to have to replace the original mission.lvl (remember to back it up!). Additionally, none of these mods will be compatible with each other, since they all require replacing the same .lvl file.
Not the greatest or most in-depth mod, but it's a decent hex-editing job and if you're really hankering for something to do in BF2, then go for it.
-Mav

be found here: [url]http://starwarsbattlefront.filefront.com/file/Magic_Weapons_2;82371[/url]
And descriptions of the updates are provided in the readme.
Just as a heads-up, remember that this mod can cause a lot of .fx to be present on your screen, and a side effect of this may be crashing.

Veers...?) directing you along, but all sides will be switched. It is rather strange to see the rebels piloting the Empire\'s vehicles...but that\'s just me. For convenience, the campaign was packed into maps selectable from the map list in instant action and probably multiplayer, I didn\'t try that. Now it\'s possible to play the campaign maps (Empire only) in whichever order you want, and you can also remove those maps you dislike from the playlist. Download it if you want something different for once.
~Penguin Unit~

drive space by munging a test map and then adding proper sides to make this work, so I'm just going to upload it like Era did. One last thing. Part of this seems to use [b][/b]OOM9's DC-15S[u][/u] carbine, and not anything the author modeled. Then again, he might have added to it and/or has another weapon in this pack, but the screenshot showed only one.
~Penguin Unit~

sort of flamethrower. There aren't any pictures or anything (not even a description in the ReadMe) and I can't get custom units and weapons in-game so you'll have to see for yourself. Please note that this is for modders to put into their maps. It's an asset; not a mod.
-[GT]EraOfDesann

a mini-mod and two maps modified for a better gameplay experience with it. First of all, the mod. It replaces Luke with the latest magician in the series, the [b]Master Summoner[/b]. This is already way better than the MagWpn 2 mod if you ask me, because now the AI cannot use the godlike magicians and things aren\'t horribly unbalanced. As a matter of fact, the Master Summoner does not have powerful spells like the Meteor or Eruption spells, so he is not much better than any of the normal heroes.
Oh, who am I kidding? He is amazing.
His main spell is the [b]Summon[/b] spell (Hence the name). With it you can summon allies to help you on the battlefield. And not just any allies, I\'m talking about two [i]Acklays[/i] and a squad of Jedi Knights so menacing that even the Insidious Emperor would run for the hills. They can be summoned anywhere and are guaranteed to make your Stormtrooper-slaying easier and more pleasurable. Just remember to turn off Friendly Fire, or their stay will be a short one!
He also uses [b]Degenerate Magic[/b] (Weakens all enemies in a large radius), [b]Power-Up Magic[/b] (Strengthens every ally within a large area. Combine this with the [b]Summon[/b] spell to REALLY bring pain. Even the Acklays are affected!) and [b]Light Ball[/b] (Shoots a large ball of pure energy that sends every enemy not nailed down to the ground flying through the air Seagulls. And then crashing like the stock market 1929). He looks like Luke Skywalker but moves like Darth Maul. Did I mention that he has infinite stamina?
Now for the maps. The first map, [b]Hoth Combat[/b] is mostly to show off the Master Summoner. It is just like the original Hoth map, but with three vital changes.
1. Master Summoner is the hero for the alliance.
2. The Empire has lots of more Reinforcements (In amount of points)
3. The Empire has lots of more Reinforcements (In amount of troops)
Yep, your victory in this map will almost solely be resting upon your skill with using the Master Summoner! Unless you play as the Empire, that is - Then you can pretty much take a nap for 5 minutes and still win. Luckily for you, the Master Summoner is powerful, and what he cannot defeat he can just sick one of his summoned Jedi or Acklays at. Although you cannot screw around [b]too[/b] much, and if you lose the Summoner then you\'re toast. So unlike the [b]Magic Weapons 2[/b] mod, this one is actually somewhat of an challenge to complete!
The next map is... You have all completed the Campaign mode, right? Do you remember the Naboo level, you know, the first one where you play as the Empire? Well this is that mission, just with new text added to the objectives, you fight AGAINST the empire and something unexpected happens during the end. Instead of the queen of Naboo and her bloody legion of about 1000 Jedi bodyguards appearing you get to fight Magicians and the Emperor. These Magicians must have spent too much time with the old man, \'cause all they do is run around and electrify stuff. It is pretty much impossible to defeat the Emperor (And fulfill the last objective) due to a massive increase in his health (The guy survives a MINE AND A ROCKET TO THE HEAD!) unless you play as the Master Summoner (Who is the hero on this map). He can just stand on a distance and shoot energy balls at the poor Emperor until he dies. But you have to be fast, or your points will run out due to the mass-electrocution that the Magicians are enforcing.
All in all... Yeah, pretty nice. Since this download is considerably smaller than the [b]Magic Weapons 2[/b] mod, download it and try it out. If you happen to like it, you MUST check out the MagWpn 2 mod since it is pretty much the same thing just much bigger, much better and much, much, MUCH less balanced.
- Super_Shadowman \"[i]The ends a miracle - Dream on if you daaaaaaaare[/i]\"
(Sorry for the rather unsuccessful upload of this file earlier. I have no idea what happened)

programming with the spells)
[b]Balance:[/b] 0 (Add a new trooper to the game. Make the trooper super-powerful. Now make it so that the AI can use it well. Keep in oven for 20 minutes. Make so that only one side can use this unit. There, now all the balance in power amongst the sides should be removed!)
[b]Quality:[/b] 8 (A wide array of beautiful spells from which each of them adds different gameplay.)
[b]Fun Factor:[/b] 7 (Lots of different spells, but using them to win is too easy since your enemies are still the same as in the unmodded game)
[b]Stability:[/b] 9 (Surprisingly stable! The only bug that I found was that if you summon the [i]Tenku Bridge[/i] a little here and there you can drive through some walls. I blame the game itself for that. Also, the normal Hero Assault crashes if you try to play that, but luckily the download includes a new map for that)
[b]Creativity:[/b] 8 (Editing the Orbital Strike programming to make it possible to call down Comets... Very nice)
[b]Installation Instructions:[/b] 10 (Perfect and understandable)
[u][b]Overall Rating:[/b][/u] 8
This mod works for all maps where the rebel rocket user, rebel marine, Han Solo, Jedi Luke Skywalker (not pilot), Princess Leia, and Chewbacca is present. These units will be replaced by new units that can use several different [i]Magic Spells[/i]. The download also includes a Hero Assault version of Endor including all of these units.
The readme contains detailed information on each spell, but the info on the units is a bit confusing, so I will supply you with that. Isn\'t that nice?
[b]Original Unit - New unit[/b]
[b]Rebel Rocket User - Mage Knight[/b]
The most common magic user is also one of the most powerful. He looks like Luke but he moves like Darth Vader and carries a \"magic\" sword. He can use [i]Magic Fire[/i] (Cool blue flames that only hurts your enemies), [i]Rainbow Beam[/i] (A very powerful and accurate Chaingun shooting colorful... Orbs), [i]Meteor Storm[/i] (Summons Meters that rain down upon your enemy! *You must be outside to use this spell*) and [i]Divine Power[/i] (Causes a large explosion. Can be charged for a bigger blast and must be used outside).
[b]Rebel Marine - Summoner[/b]
This magician has the unique ability of being able to summon a spaceship anywhere and at any time. Looks like Luke but moves like Aylaa Secura. He uses [i]Tenku Bridge Summon[/i] (Makes a \"Heaven Bridge\" appear. It can be controlled like an X-Wing, but looks like a blue-ish fog when flying. Can kill enemies without aiming from great distances with electricity and shoot large orbs for tougher things, like taking down shields etc), [i]Rainbow Beam[/i] and [i]Fire Gem[/i] (Like a Time Bomb but with amazing destructive powers. Try shooting at it).
[b]Han Solo - Master of Storm[/b]
Looks like a cross between [i]Count Dokuu[/i] and [i]Raiden[/i] from Mortal Kombat. He can run very fast and use [i]Thunder[/i] (Summons down thunderbolts. Must be outside to use), [i]Lightning[/i] (Shocks all enemies surrounding him) and [i]Gale Force[/i] (Causes damage and blows enemies away. FAR away).
[b]Luke Skywalker - Golem[/b]
Cannot use magic, but takes little to no damage from enemy attacks and can kill enemies with one hit of his sword. Jump into the air and press attack to cause an Earthquake.
[b]Leia Organa - Sage of Light[/b]
Moves like Darth Vader and uses [i]Rainbow Beam[/i], [i]Light Ball[/i] (Shoots a large orb of light that destroys anything in its path. Overheats) and [i]Divine Power[/i].
[b]Chewbacca - Ifrit[/b]
My favorite! This Guardian Force causes extra damage against veichles, moves like Darth Maul and can use [i]Fire Breath[/i] (An accurate Flame Thrower with great range), [i]Meteor Storm[/i] and [i]Eruption[/i] (Causes a MASSIVE pillar of fire to raise up from the ground, burning anything it touches to a crisp).
There you go. I highly recommend that you try this mod out. My only regret is that you cannot play Campaign mode with this mod (Only works for the Rebels).
- Super_Shadowman \"[i]Through the dark age and into the storm[/i]\"

and installed it to the wrong directory, wasting nearly one GB of my harddrive on that. After deleting the incorrect install path, I reinstalled, then booted up the game. I haven't figured out if the mod is on all maps, but the Coruscant reskins were...bright, shall we say?
I noticed a few problems for the parts I did play. The Super Battle Droid was replaced by the B1, but the sound of the blaster is the same (I think) and the string for the name still reads "Super Battle Droid". Also, the Utapau sniper has orange stripes, but the kilt/cape/kama/ect. is still blue.
Really, I can't describe this mod. You need to download it yourself to understand.
[b]PLEASE, PLEASE, PLEASE NOTE THAT THIS MOD WILL REPLACE SOME KEY GAME FILES. READ THE README FOR INSTRUCTIONS ON HOW TO FIX THIS. ALSO, READ THE OTHER THING THAT SAYS TO READ IT BEFORE INSTALLING. IF YOU DON'T, YOU WILL MESS UP THE INSTALL AND IT WON'T GO ANYWHERE.[/b]

in .jpg format, for screenshots. I really can't describe this anymore than that.
If you like what you see below, then download. Please note that this only works for modders who are making a map or a side mod.
~Penguin Unit~
(Please also note that the author is German, so his grammar is not the best. The directions aren't really going to help you much if you don't know how to add skins to your side. GameToast has a good, albeit a bit confusing, tutorial there if you want to add these correctly.)
PS.: The author doesn't appear to be in the modder archive of various people I can add him under, so he simply must be left as anonymous.

before, such as the neon troopers and what not. I can't really describe this. You'll just have to download it yourself. The screenshots are mostly the old ones, with a few new ones. I'll simply quote my first review:
[quote]Alright, here we have yet another skin pack. This time, Battlwfrontfreak is our sender. In my opinion, many of these skins aren't very much different from Master Fionwe's skinpack, because many are just stripe recolors. However, Battlwfrontfreak did an awesome job on some of these, with neat effects. A few of them are even battle damaged. You honestly didn't think the ARC troopers never got hit, did you?
There's really not much else to say. I don't feel like going through the hassle of converting all of the skins to .jpg format and then putting them up as screenshots, so you'll have to download to understand what you're getting.
NOTE TO DOWNLOADERS: THIS IS ONLY FOR MODDERS MAKING MAPS OR A SIDE MOD. IF YOU AREN'T DOING THIS, IT WILL BE USELESS TO YOU.
Enjoy.
~Penguin Unit~
(A note to the author: I changed your E-Mail address slightly. You'd be a spambot target if I left it alone.)[/quote]
Download away.
~Penguin Unit

just stripe recolors. However, Battlwfrontfreak did an awsome job on some of these, with neat effects. A few of them are even battle damaged. You honestly didn\'t think the ARC troopers never got hit, did you? :)
There\'s really not much else to say. I don\'t feel like going through the hassel of converting all of the skins to .jpg format and then putting them up as screenshots, so you\'ll have to download to understand what you\'re getting.
[b][/b]NOTE TO DOWNLOADERS: THIS IS ONLY FOR MODDERS MAKING MAPS OR A SIDE MOD. IF YOU AREN\'T DOING THIS, IT WILL BE USELESS TO YOU.[i][/i]
Enjoy.
~Penguin Unit~
(A note to the author: I changed your E-Mail adress slightly. You\'d be a spambot target if I left it alone.)

another staff member hadn\'t uploaded it before me, but that\'s all another story. Onto the review! ;)
Where should I start? This mod is overflowing with really neat and interesting skins. Because there are so many files, I can\'t list them all here, but it\'s pretty good work. The CIS pack is mostly a chunk of recolored skins, like that green thermal detonator, a really bright SBD, and a few other things. But what really caught my attention here was the Magnaguard skin files. These were done with a texture of which makes me think of a rock, so you can get a Magnaguard with a rocky hull. Pretty neat, huh? For some reason I can\'t determine, Master Fionwë also stuck an Aayla skin in there. The only noticeable difference I can see is that it has darker blue skin.
For the Republic side, there were a lot of Phase I ARC Trooper stripe reskins, and some were even two-tone type troopers. Basically, they\'d have, say, a blue stripe on their helmet and a red pauldron, or something along those lines. There were also a few Phase I skins, mostly of the sniper class\'s skin. What really got me here was the Shadow Trooper skin. It was an easy enough effect to obtain, using the negative-image feature found in PSP or maybe another program, whatever he used. However, I didn\'t recognize it as a Snow Trooper until I used the negative effect image to reverse the effect. Of course, I didn\'t save it, so no harm done. :cool:
One last thing. If you\'re not a modder, this file will NOT work for you in any way, shape, or form. It\'s for replacing the default skins of the 501st when developing your own map or a side mod. It does nothing more.
Master Fionwë was kind enough to leave us some of his ODF files used for a weapon he made, and it also includes the Force Wave ODFs. Again, modders are the only ones who may actually get some use out of this.
Enjoy.
~Penguin Unit~

Rebels and Imperials in Conquest mode, in the Death Star to Jedi vs Jedi, which isn't something I'd personally like to do, but, it's completely up to the player.
[b]Known Bugs[/b]
[quote]Bugs: The Rebels like to hang out from theie hanger to the centre of the board and tend not to go into the big area (with 2 CPs)
Also, I can't seem to win as rebels;the imps,when they get to the beam room, they tend to fall in a corner and stay there[/quote]
In my opinion, this could use a bit of work, however, it is worth downloading and taking a good look at, as all mods deserve a chance. Please use our forums to report any problems you have with the mod and please keep it civil. Enjoy.
- Gav

[url=\"http://starwarsbattlefront.filefront.com/file/Icemembers_Galactic_Marine_mod;77211\"]A la his Galactic Marine mod.[/url] In fact, these sides are identical to those, only with scout troopers. Same problems apply, too. The Republic gets a considerable power boost, troop-wise (the unending super-chaingun is a bit much), but they\'re fun to play as.
Remember to back up your original sides.
.Rikino

not excessively so. It\'s okay, the only \'bug\' I found was that the jet trooper has no jetpack, yet is still somehow able to zip around like a hummingbird.
Note: Just because the readme says \'replace the original files\', it does not mean \'[i]replace[/i] the original files\'. [b]Back up your rep.lvl and repshell.lvl before installing.[/b]
Galactic Marine fans, here ya go.
.Rikino

reskinedz jnagoz&bobaz\' thing when I first opened this, but I was (very) pleasantly surprised. wazmol69 has created a side that\'s unaccountably fun to play as.
All the unit classes differ by only a single weapon, the rest of their arsenals are identical, but there\'s enough variety to care about switching around. Everything has unlimited ammo, which [i]usually[/i] annoys me, but it fits this mod well. There\'s a few minor things that really add to the gameplay; the flamethrower only goes for as long as you hold it, shotgun is more powerful but takes longer to cool.
Downsides: there is going to be [i]lots[/i] of people with no clue how to get this to work. You have to be able to move different files to different places, have [url=\"http://www.rarlab.com/download.htm\"]WinRar[/url]/[url=\"http://www.7-zip.org/\"]7-zip[/url], and learn to [i]back up original files[/i]. [b]See the readme on how to install![/b]
Only one of the classes can fly, even though all of them have jetpacks, but that\'s a small aesthetic thing.
I usually don\'t like \'I\'m uberz-trooperz\' mods, but these guys are fun to play as. Seriously.
.Rikino

have been changed from Luke and Vader to Princess Leia and Boba Fett, respectively. To again further enhance the sniper feel, all turrets and vehicles have also been removed, leaving you to find some cover, pull out your rifle, and let the headshots roll in.

fun, but worthless if you have a larger mod with more mods on it at the mission.lvl. Its still that kind of fun thats exotic, but made by someone that is seemingly a *cough*lazy person*cough*. Note that the bug hurts in this game, the player makes a difference, especially with the droids, cuz its off ballence, droids die easy, clones don't. Hands down.
-TheDestroyer

One of the best parts of this mod is that it doesn\'t replace the shipped Death Star map, so you can still have the original and the mod. Also the Ben Kenobi skin is very nice.
If you\'re into special modes or map mods then I highly recommend this.
-[GT]EraOfDesann

is in the readme, so I will let you read that lol. This is a great mod if you are looking to get your skills up, so I do suggest you try it out! (Yes short description, smaller file size, huge edit lol!)
-TheDestroyer

guessed there are a lot of them. The skins range from acklays to magnaguards, gammoreans to twi\'leks, and CIS droids to tusken raiders. A few of them seem kind of silly but whatever tickles your fancy. Well...my work here is done. If you\'re looking for some new skins to add into your mod or map then look no further cause here they are.
-[GT]EraOfDesann

fuzzey bunzies on \'em and whooped them. (Fuzzey Bunzies is pwning dose n00bs). Great mod. Yes, all of my reviews are about this short. No install instructions were included, so here is how: put the NNT Folder in Gamedata/addon folder. (simple)
-TheDestroyer

know what to expect :) but I\'d rather see like 50 of each - except for the droideka maybe ;D (would maybe be a bit overpowered - lol) The Geonosians are pretty... lame; which is really sad!
He didn\'t localise that well, so the republic\'s got this neat Jedi I\'m not really sure if I\'ve seen before or what (seems like a reskin, but a nice Combo in this map). so it\'s cool as well :)
the only problem is - like with the Mustafar - that he still got the GCW Era in it, but not playable: Look at the SWBF2 moding Forum at Gametoast for a topic to delete era\'s :)
This is personally not a Must Try, but still good enough to be played :)
- Q

the author has replaced the regular clone trooper and the jet trooper with his own modified units.
Firstly, the two units modified have both new skins and weapon changes than the default units. See the read-me for full in-sight on the changes made to the two units. The skin changes are not to my taste and are colour changes of the original units that to not in my opinion look good, especially the visors. Also the new colours do not really fit in well with the other units kept from the original gameplay, however some of you may beg to differ on this.
The weapon choices made by the author are slightly different to the rest of the units but i feel that this does, improve the fun factor of gameplay slightly than having the default weapons which is a plus.
Further do not set to play in the Galatic Civil War era in the menu screen, as it will not work and you will not be able to play. I would like to see the author fix this bug in the next version of this mod if he wishes to do so. This is not a modification that everybody will like but i think it is worth a try out as it aspires to different people.
- Royal Tycoon

which exlplain a couple things. Here's some advice from master K:
When units and their respective files go entirely unused, delete them. You can free up an amazing amount of space this way. In your map you used two units for the republic yet all of it is here. Deleting all the stuff like starfighters and other guys would have made your map size smaller, that way it could be uploaded and downloaded more efficiently.
Also, when submitting your custom side, it would be easier to differentiate which files have had no change and which you have modified. Smaller the size, the faster the submission can be processed.
Anehwey. Those who thought the guys from childs play were cool, now you can use them yourself. Or if you can't mod, there is a chance someone who can will use them.
Oh, and like his skin pack, he has constructed a rudimentary tutorial on how to edit shipped worlds and instructions on using his units. If you couldn't mod, you probably can now.
-K.

point: It\'s for SWbf2. :B His installation insructions are kind whacky, so to sum it up: rename orjust back up your regular imp.lvl, imshell.lvl, and mission.lvl, then put in these new ones and rename them t replace the defaults. It will replce the darktrooper with the guy in the screenshot.

remaining Jedi Knights. Although the Jedu were thought to have been extinct, it is clear there are a few survivors. Darth Vader is sending an attack fleet to Mos Eisley to rid the galaxy of the Jedi forever.

Windu\'s Jedi Fighter
Saesee Tiin\'s Jedi Fighter
The first 4 anyone probably knows as Members of the Jedi Council. Most Expanded Universe fans know who Quinlan Vos is. Tholme is Quinlan\'s master who survived Order 66. A\'sharad Hett, is the tusken jedi seen in the Republic comic series. He was present along with Quinlan on Salecumai prior to Revenge of the Sith. His fate is currently unknown.

under the name all_ionturretprop or imp_ionturretprop). these do the same base damage as normal turrets except: 1. They are blue, 2. They do 3x damage on shields, 3. They do 0.2x damage to hull (turrets, hardpoints, etc.), 4. They do .6x damage to spacecraft that they accidentally hit. Also, so that the big turrets do not seem to be to fast, I doubled the speed but halved the damage of the autoturrets.

playable (because of hex-edit)
-Replaced Engineer class with Imperial Pilot
-Some classes their snow skin
-Darth Vader is the Hero
[u]Changes: Rebels (CIS)[/u]
-Up to 25 Wookiee Warriors can be playable (because of hex-edit)
-Replace Engineer class with Rebel Pilot
-Leia is the Hero
See the readme for complete information including known issues.

with this mod!
An example of what this mod will do is that it will change the Super Battle Droids with the Droidekas and Droidekas with the Engineer Droids in Mygeeto.
See the readme for more information.

The fleet crash lands on Tatooine, where the survivors have to fight their way to freedom. But the Empire/CIS isn't the only problem; the once peaceful moisturefarming region in which they land has been overrun by vicious Tusken Raiders and the most unfriendly Jawas one would ever care to meet.
Enjoy :D.
RoguE Jedi

Spire.
I can\'t really review it because it isn\'t a brand new map, but if you didn\'t have SWBF1, or even if you did, DOWNLOAD THIS. NOW. Your life means nothing without it.
For those who have not owned or played SWBF1: Geonosis Spire was more to the mvoies, with the spire and war room where the CIS leaders met, and a few Techno Union ships which were the targets on the Republic. It had a hangar with a few Geonosian fighters, ATTEs, Gunships, Spider droids and Hailfires.
Enough talk. You play now.
-K.

pretty modern, with custom textures abound. The only thing I could whine about is if you\'re flying unit like Boba Fett, some of the blocks consist only of buildings at the street but are otherwise empty, so if you fly up over the buildings you\'ll be able to land in a big empty space behind them. The only NOTICEABLE glitch is that lego models used for stairs have their fruity default texture, but that is also not a minor detail.
I had more screenshots but they seem to have been overwritten. Either way, fantastic map. I remember Panzer when he was just a little newby announcing Kashyyk Plains...and his maps just get better every time.
-K.

but there are a few places it can be improved upon.
Firstly, there was a couple missing textures. This was most noticeable at the long bridge to the villains base. The entire surface was grey. Secondly, I recommend death regions. I love the idea to have the temple at the end of the bridge surrounded by cliffs and that big hole by the hero base but if someone falls down there they won\'t die and you have to respawn gto get out.
Then, the unit count. The map is fairly wide and open compared to Mos Eisley so a lot of the map goes without seeing much fighting at all.
lastly, one of the 10 command posts is is an underground room. What I really liked about this map is how the author had tunnels and ruin going through and below terrain, like a path thrugh a mountain. However at one CP in an underground room you might appear on the wrong side of a wall and might end up falling outside the world.
Hero battles aren\'t really my thing but if you if you\'re an avid fan of assault mode you absolutely must add this to your collection.
Oh, it\'s good to have maps submitted again.

game in \"No_Saber_Throw_mod\". Also if you want to see how computer fights with Count Dooku and Emperor(Originally they only use the force lightning, because the priority of it is higher then lightsaber has) you may now install \"No Lightnings_mod\". They are separated from each other, but can be installed from one installer. Enjoy!

as stormtroopers.
Then took off the helmets, effectively ruining the disguise.
Han is Empire, Luke is Rebels, Hoth is the battlefield. Where Luke would normally pwn Han all over, he only has a blaster rifle now while Han still has the DL44. Sounds a little one sided to me.

changes Endor (I would guess conquest but it also seems to work on CTF) to feature rather than ewoks or empire or rebels: Clone troopers and droid marines. Why marines? Why not SBDs to even it out?!
quote]Well, they suck.[/quote]
Good answer.
No sounds on blaster rifles, can\'t see why not but I don\'t think it will be that much of a problem...
-K.

resistance. On Naboo, the Wampa fight against the Queen of Naboo and her royal guards as well as the Gungan army. On Geonosis, the Wampa battle with Gizor Delso. In a one-sided battle, they slaughter the Ewoks on Endor. On Felucia, they encounter armies of Acklays. They battle sandpeople on the streets of Mos Eisley, and, in a raid on Jabba\'s Place, they battle Gamorrean Guards and bounty hunters. At the Jedi Temple on Coruscant, they fight a pitched battle against the finest jedi of the Republic. On the other planets of the galaxy, they battle with enemies from the Rebel Alliance, CIS, Republican Guard and the Empire.

put heroes on maps as it was in film(sometimes you can also take no-jedi heroes, such as Bobba Fett or Princes Leia, but they are in adding to the jedi\'s/sith\'s, e.g. they not the one heroes you can choose). The full list of changes in file \"list_of_changes.txt\"

Star is Han Solo, Chewbacca, Leia, Pilot Luke, Bothan Spy, and Rifle trooper vs. Emporer, Vader, Stormies, Engineer, and Officer. The Kamino GCW is now Stormies vs. Anti Troopers. The Anti-troopers were featured in the campaign, and have certain classes such as Rail Arc Trooper, Rifle Jet Trooper, Sniper Jet trooper, etc.
Bugs: if you get Elite Rifle/Precision Pistol/Beam Rifle with the new Jet troopers, once you press the \"1\" key, you no longer have access to the award item OR the original one. If you get BOTH Elite Rifle and Precision Pistol on the Rifle Jet trooper, and then press \"1\", your Computer will do a complete system crash.
Overall: Great mod, I Love it, Kudos to you, Darth Derkie

spawning for the republic(though bombers might just be overkill).
This mod is not by the same person who did the original, and is not an update, but a separate release with the intention of balancing it.
Installation is the same as the others.
-K.

setup is a bit tricky however.
Where most mods have one you will need to backup or rename your main one, then rename one of the packed to mision.lvl and place it in the usual folder. If you want to switch maps do the same. Readme probably explains it better than I do.
In point form:
-Move to level_pc folder
-Rename or move original/current mission.lvl
-Rename the one you want to play to mission.lvl
It will swap Mos Eisley for the map you\'ve chosen.
This should keep you entertained for quite while, and since I had hoped Eduapolin would do a series like his Geonosis assault this is just as good.
-K.

in any level. As with most hex mods you must replace the mission.lvl. It works in most modes, but not all teams have multiple heroes.
The readme says it all:
this is a mod for swb2 who change all the maps(exept space maps and training maps)in solo/conquest/ctf and allow u to take \"hero\" when u want(in all side);bot take it too ;) sry if for the cis side there is only grievous but if i add dooku or darthmaul the game crash ( wtf ) but u can take darkvador in empire side.
Vader is apparently quite popular(see screenshots).
Ths could be like a celebrity deathmatch, but the heroes have multiplied. Like amoeba.
-K.

rebels with an axe?
Well. For the few of you who do(and those who don't) those dreams can now be realised. As always, back up your file before replacing.
This replaces the mission.lvl in your BattlefrontII\GameData\Data\_LVL_PC folder.
This mod unlike others doesn't replace it on just one map, but four, and replaces the imperials. You can go on a little piggy rampage on Tantive IV, Jabba's Palace(of course), Kashyyk and Dagobah.
Good work again eduapolin.
It's the season of giving, so keep these great mods coming.
-K.

hunting these things(only seen in Rise Of The Empire campaign mode otherwise) then this should be something to look into. To install it backup your mission.lvl for Kashyyk and overwrite it with this.
Because it replaces CIS that makes it a playable team, so if you\'re tired of clones and droids why not be a monster? Sounds like a good time, eh?
Definitely a download for those of you who like things different.

will still say Mos Eisley and have the loading screen, the map will be Geonosis.
I think it sounds good. Not everyone likes Geonosis, but when I played assault for PS2 several tims in a row mos eisley was starting to get real old.
To install back up the mission.lvl in BattlefrontII\\GameData\\Data\\_LVL_PC then replace it with the one in the zip.
This guys mods are really making me wish I had swbf2. :|
-K.

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